What is E-PLAYS?
One of the most important skills for successful adult functioning is the ability to collaborate with others. Collaborative and team-building skills are recognised as vital to future adult employment and participation in society (Howe, 2010). E-PLAYS was influenced by research in the area of collaborative learning, peer intervention and language therapy in order to improve language skills for children with social communication impairments. ‘Enhancing Pragmatic Language skills for Young children with Social communication disorder’ (E-PLAYS) is an intervention aiming to support the development of the language skills of children with social communication impairments.
The E-PLAYS-2 project is one of the biggest research trials on children’s language development ever to take place. We know that children's speaking and listening skills have been affected by the pandemic, and E-PLAYS aims to support the children with the greatest difficulties. The BBC reported “among 4- and 5-year-olds starting school in September, an extra 20-25% needed help with language skills compared with the previous year”
E-PLAYS-2 is a computer game designed to support children with social and communication difficulties and improve their language skills. Children may have difficulties with: Asking the right sort of questions; Giving appropriate instructions; Listening; Asking for clarification; and talking over others. We are now at the final stage of testing before E-PLAYS-2 can be made available to all UK schools. We are currently recruiting over 1000 pupils from 84 schools to participate in the E-PLAYS-2 trial from September 2022. This trial follows on from the original E-PLAYS game, which was developed through extensive testing on 56 children in two small scale pilot studies, reporting significant progress in key developmental outcomes.
The project team from the universities of Bedfordshire, Essex, York and the Open University is running E-PLAYS-2 (Enhancing Pragmatic Language skills for Young children with Social communication impairment trial) which is funded by the National Institute for Health Research.
When applied effectively in schools, collaborative learning techniques are highly successful (Howe, 2010, Baines et al., 2007, 2009, Kutnick et al., 2008). A recent review found that, for younger children (ages 4-7), collaborative learning activities are particularly beneficial for low-ability children (Sills, Rowse & Emerson, 2016). Furthermore, relationships between students, both in the classroom and during play outside of school, have been found to be improved by collaborative group work (Tolmie et al., 2010)
The importance of the role of peers has been the focus of a recent systematic review by Chang and Locke (2016). Peer-mediated interventions generally involve interaction between a typically-developing child and a child with social communication impairments such as autism spectrum disorders. Peers provide appropriate language models and an opportunity for children with social communication impairments to practice newly learnt skills. Chang and Locke (2016) concluded that the inclusion of peers was one of the most promising strategies for social skills interventions, resulting in positive impacts on social communication.
Collaborative group work requires minimum levels of social communication ability for successful participation, a task that will naturally be more difficult for children with social communication impairments. Studies have found that children with social communication impairments fail to contribute appropriately within collaborative group work, sharing less and making more irrelevant statements or ignoring others, as well as being aggressive or withdrawn, leaving them excluded or dominated by peers (Brinton et al., 2000, Kimhi & Bauminger-Zviely, 2012, Murphy et al., 2014a).
Due to these difficulties, enabling social interaction between children with social communication impairments and their peers requires considerable skill from an adult facilitator. Difficulties and resource implications related to providing support for children with social communication impairments tends to leave them isolated within the classroom. Blatchford et al. (2009) report that typically, the most common activity for children with special educational needs is one-to-one working with teaching assistants. Whilst this has many advantages, these authors also report that children with more classroom support have less interaction with teachers and other peers, in fact, rates of interaction are reduced by about half.
Some non-technological games and tasks aim to improve children’s collaborative skills, such as Lego-based Therapy (LeGoff 2017, LeGoff, Gomez Krauss & Baron-Cohen, 2014). Lego-based Therapy has been widely embraced within schools in the UK, despite its limited evidence base. The popularity of Lego-based Therapy suggests a growing need and desire for interventions targeting both communicative and collaborative skills. However, Lego-based Therapy requires major input from adult facilitators (LeGoff, Gomez Krauss & Baron-Cohen, 2014). Alt et al. (2012) have pointed out that currently, whilst peer collaborative activities for children with communication and language impairments rely heavily on adult specialist skill for facilitation, little time or thought has been invested in the creation and development of these activities. Well-designed activities using technology could therefore reduce the need for skilled specialist adult input.
A recent systematic review and meta-analysis of computer-assisted collaborative learning concluded that scripts (a series of predictable actions within a computer program, not a ‘script’ as in a film or play) act as a kind of socio-cognitive scaffolding and can enhance learning outcomes substantially (Vogels et al., 2017). Large positive effects on collaboration skills were reported. Computer technology potentially offers a number of other advantages which are only now beginning to be explored. Among these are novel presentations with surprises, colourful animations and unusual sounds, as well as possibilities for tailoring games precisely to individual ability and enhancing motivation and treatment fidelity (Ploog et al., 2013).
Prior studies informing E-PLAYS: SSSCO Project
E-PLAYS in action
The E-PLAYS computer game is played by two children, on inter-linking laptops. There are 12 sessions in total. As the diagram below shows, one child is the driver and the other an ‘all-seeing’ navigator, who can see various obstacles (circled) that the driver cannot. Using their communication skills, the navigator must direct the driver around these obstacles.
Click here to see two children playing E-PLAYS
The E-PLAYS game aims to develop children’s perspective-taking skills. This is achieved in E-PLAYS by:
- Supporting the child by scaffolding communication activities within the game, providing in-built encouragement and rewards.
- Encouraging interaction with peers in a managed and non-threatening manner.
- Using the flexibility afforded by technology to tailor the game activities to just the right balance between support and challenge for any individual child.
- Providing high levels of practice through variation in the game format.
The game has been developed through extensive testing on 30 – 40 children and then subsequently on 56 of children in two pilot studies (Murphy et al., 2014a, 2014b).
The best kind of therapy is when it's so much fun that the child doesn't know it's happening