What is it?
HelpKidzLearn is an online platform offering a suite of accessible educational software specifically designed for children with special educational needs. Developed by Inclusive Technology, it provides a range of interactive activities and tools that cater to learners with diverse abilities, including those with severe, profound, and complex needs. The platform includes products like "Games & Activities," "Inclusive Stories," "ChooseIt Maker," and "ChooseIt Readymades," all aimed at engaging students through play-based learning and supporting skill development across various domains.
How to use it?
Educators and therapists can integrate HelpKidzLearn into their teaching by selecting activities that align with individual learning goals and students' access needs. The platform supports various input methods, including touch screens, switches, eye gaze technology, and standard peripherals, making it adaptable for students with different physical and cognitive abilities. Teachers can create personalized learning experiences using tools like "ChooseIt Maker" to develop custom activities, while "Insight" offers assessment features to track progress and inform instruction.
Why use it?
Implementing HelpKidzLearn in an inclusive classroom promotes equitable access to education by providing resources that are both engaging and tailored to the unique needs of students with disabilities. The platform's emphasis on universal accessibility ensures that all learners can participate meaningfully in educational activities, fostering independence and confidence. By offering customizable content and supporting various access methods, HelpKidzLearn empowers educators to create inclusive learning environments where every student has the opportunity to succeed.
Inclusive Classroom Example
Student "N" is currently in the process of learning how to use switches to operate his recently acquired Augmentative Alternative Communication system. This method of access is unfamiliar to him, so he requires practice to master using one switch for stepping, scanning, or navigating, and another switch for selecting or activating. During intervention time, while his classmates are completing various tasks in the classroom, N's teacher prepares his computer and switches and launches the "helpkidzlearn" program. Here, N participates in visually engaging and enjoyable games that not only entertain him but also provide valuable practice opportunities for mastering his switch skills.