Category: Media & Entertainment, Education,
Organization name: GamelabUK
Launched Date: 2015-01-15
Who has created it: Martin Wright
Problem statement and how the Accessible Innovation solves the problem.
Young Makaton and other sign users, such as Downs and autistic students, can often develop an idiosyncratic form of signing understood by few beyond their immediate family and support workers. The games motivate them to improve their focus on communication and the clarity of their signing, while helping them to learn useful new signs for their transition to life after education, by rewarding effective signing to trigger actions in the games.
Tell us who is the target audience and how the accessible innovation will benefit them. Please specify the different target audiences groups and provide numbers and statistics of your current clients as well as what is the potential number of people that the innovation can impact and empower:
The target audience is young people transitioning from school to employment who have verbal communication issues and use signing to communicate, such as Downs and autistic students. Our clients are special schools and colleges. This are early days - we are at the early adopter stage but the observed effectiveness of its implementation to date is encouraging for this second year of the application in the field.
How is the accessible innovative solution different from current practices or ways of solving the problem?
Most current learning systems which attempt to achieve the same goals are by imitation and use of video. The kinaesthetic approach to sign learning through gaming encourages repetition and refinement of signing.
How is the accessible innovative solution new, different or unique in terms of the technology or implementation?
This is probably the worlds first commercial sign recognition system.
How do you get the innovative solution to reach the target audience? Please elaborate on the your go to market strategy and which geographies do you currently work in and what are your future plans for marketing your innovation.
We are cascading through college / education clusters throughout UK. We are also targeting home users- the games might even encourage dads to sign!
What is the potential impact of the innovative solution on the lives of the target audience? Please elaborate by providing statistics of the current impact and the potential impact.
The potential impact on students is increased confidence in signing and with more comprehensible signing lessens the dependency on individual helpers / supporters thus widening the communication opportunities for the target users
Stories of how the Innovation has touched lives.
C. was a shy young lad. Only his immediate family could understand his needs and requirements. This tended to make him more retiring. By improving his key word signing he was able to express himself and communicated his needs to relative strangers - broadening his social horizons.
S. has taken a job at a supermarket. She found it overwhelming and withdrew. She played with the signing games and although her signing was already very good the games also gave a her a sense of work structures. She hadn't realised she could have lunch breaks or go to the toilet at work for example. The games incorporate these structures into the gameplay.