Trainer's Guide to iDEAL VR game
Intellectual Output 2
Before the development of the Trainer’sGuide to iDEAL VR game, a needs assessment will be carried to 15-20 individuals with autism per partner country. It will be small scale research in the form of a survey and/or interview questions. The content of the needs assessment will be determined by the leader of IO2 in cooperation with the partners and it will focus on investigating the needs of individuals with autism in relation to life skills development to effectively deal with everyday routines and skills to deal with change in these routines for reducing anxiety and distress. The needs assessment will also include questions regarding their knowledge of VR technology/games, their involvement in VR processes and their personal reflections on the contribution of VR games in their learning. The Trainer’s Guide to iDEAL VR game will be based on the needs assessment of individuals with autism, and the desk research (IO1). It will contain information, organised in Modules, to increase the skills and competences of adult educators/trainers to train individuals with autism important life skills to deal with change in their daily routines, through the use of a VR game.
It, therefore, aims to have an impact at the professional development of adult educators/trainers taking into consideration the following:
a) the challenges individuals with ASD face in their effort to deal with change (i.e anxiety, distress, phobia, etc)
b) the life skills individuals with autism usually lack
c) the contribution of R games in individuals with autism learning as this will be justified by the desk research (IO1)
We consider that this Trainer’s Guide will bridge the gap between theory and praxis since practically it will familiarise the adult educators/trainers and individuals with ASD with the VR game.
The Guide will be an invaluable source that will support and make adult educators/trainers able to teach life skills to individuals with autism to effectively deal with change through the use of the VR game.
Innovative elements of curriculum:
*Trans-European dimension (the Guide will be elaborated and designed by the transnational team, consisted of researchers and field specialists representing each of engaged institution, country)
*The Guide is considered to be a real response to adult educators/trainers to be trained on the use of the iDEAL VR game to train individuals with autism life skills to deal with change and reduce their stress levels.
*except for gaining theoretical knowledge, adult educators/trainers will improve and practice new skills related to VR technology, interact with field professionals (specialists) from other countries, practice and improve their ICT competencies.
Although details of the Guide content will be established via the survey and IO1, t is expected to cover topics such as:
1. Introduction to iDEAL project
2. Content and methodology of the Trainer’s Guide to iDEAL VR game (purpose and contents, the VR game approach, the technical topics, planning your course, practical tips for trainers, etc)
3. Course contents organsied in interconnected Modules for the Trainer to follow in order to successfully involve individuals with autism in the learning process through the VR game.
4. Examples of learning activities
5. iDEAL VR game evaluation form
6. Glossary
The Trainer’s Guide will be an Open Education Resource (OER) in English and in all partners’ languages, accessible through the project site (in the form of eGuide), for use in the contexts of all European countries and internationally. All the project partners will participate in its production and subsequent dissemination, beyond the partnership limits, contributing to maximise the knowledge and use of this product among its potential target users (any type of autism organisation, educational centres, policymakers, associated partners, relevant stakeholders, etc). Thus the transferability potential of O2 beyond the consortium is very strong.