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Improve social skills
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During challenge 2 we designed a game with Saïd and Jévine, two young people with autism, to allow them and their classmates to improve their social skills.

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For this second challenge, we worked with two young autistic people: Jévine and Saïd. These two young people are part of an inclusive education group, supported by the association Le Silence Des Justes.

Thus, we worked with the two young people on all stages of the project, both in the reflection, the production and the various choices to be made.

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During a morning in their class, we were able to attend the welcoming time of the young people by the professionals (specialized educators and the Educational and Social Support). It was during this time that the professionals told us about various problems, then we chose as a group to work on the following problem: how play would allow young people to improve their social skills ?

 

 

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The board is a board with square squares on which we can move in all directions (vertically, horizontally and diagonally).

 

The different places were designed by Saïd and Jévine and echo the places they frequent daily or particularly like, such as the museum. The metro box allows the player to teleport from one metro box to another: as in life, you enter a metro entrance and exit through another.

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This challenge allowed me to share my knowledge on software and machines and to support associates. Thus, the pawns were drawn by our associates and we supported them in the modeling of these on Tinkercad.

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The goal of the game is to move his pawn on the board according to the number of the dice, to go to all the place spaces reflecting the daily life of the young people, to draw a card, and to win the wooden token of the place. The first player who manages to return to the home space, the starting space, with all the place tokens wins the game.

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The wooden tokens both serve as a reminder of the places through which the players have already passed but also to allow them to obtain a reward even if they do not end up winning the game.

These tokens have on the front the design of the place engraved and on the back a sticker of the same color as the one on the place in order to facilitate the preparation of the game.

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Cards are drawn each time a player lands on a location space.

The backs of the cards were illustrated by Jévine and define two major challenges: mimicking an emotion and answering a question.

The question cards address the question of familiarity and address, as well as the adaptation of language and behavior according to the descriptions on the cards.

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