When a Gesture is Worth More than a Thousand Words

Following the response received from “DPS Daily Notes”, a smartphone app created to assist children affected by autism, Key2 is launching a project aimed at the”digital born generation”. This is inspired by a study focused on learning behaviours and styles displayed by children born in the digital age, and that saw the collaboration of well-known professionals in the socio-educational field.

“GAME TELLER” has three core objectives. First , to be an innovative experience for those who are looking to approach the use of advanced technology applications; second, to be a preparatory tool for those who are becoming accustomed to the digital world and ,lastly, to be an effective educational tool, a characteristic often overlooked in this product category.

With customised profiles the game will automatically set an adequate level of play and will, as the game progresses, provide feedback on the progress made by the user.

It is an unquestionable  truth that little ones enjoy repletion in their activities, which is why “Game Teller” is set up to allow the child to repeat actions until he or she chooses to move on.

The application offers simple stories, organised in different sections which can be repeated as one pleases. However, the opportunity to move on  to a new game will only be possible once the player has completed and understood all the logical cues, unlocking a new game.

Guiding the child through the various phases of development, the game will track the progress made based on a “Three Times Lesson” approach. In the first phase it is the adult who guides the child through calling out and pointing at objects. In the second phase, the adult calls out the object whilst the child points out the object. In the third phase the child carries out both actions. Moreover the whole experience is enhanced by the use of the latest digital technologies.

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