A review of Food For Thought
Back
For Windows 95 PC-Compatible Computers

By Gerry Kennedy: Computer Consultant in Education - SPECTRONICS (Vic)

Introduction
A great deal of thought has been put into designing this exciting software package. Food for Thought has only recently been released. It requires the Windows 95 operating system, 3.5 Mb of hard disk space and a sound card. The program installation from two diskettes is very straightforward and is accomplished with ease. The A5-size binder houses a 10 page User Guide, an envelope containing the disks and a registration card. As more activities are included and teachers, parents and trainers develop their own support materials and teaching notes, pages can be easily added and stored with the user guide.

 Activities
Food for Thought features over 100 symbols, all dealing with the topic of food and decision making. It has been "specifically designed for learners with special needs and young learners." It has been cleverly programmed with an interchangeable background so that it is suitable for users of all ages. It has a generic look and feel. From start up, you can elect to change each user's settings to cater to his or her abilities, previous success and particular access method. Global group settings provide for school classrooms, or training groups in adult centres. In the Change Current Settings screen, you nominate the user level (one or two), the number of items displayed, auditory output, the preferred input method as well as the required activities. These can be modified or changed at any time to reflect achievement, change of input device or to allow for revision and practice. It is very flexible and easily modified from intuitive menus.

As Food for Thought provides access to various input devices, it caters to a range of teaching, training and leisure needs. Teachers will immediately discover the benefits that it provides for learning activities that encompass a number of Key Learning Areas. It can be successfully used in helping learners develop skills in reading, sentence making, choice making, articulation, symbol discrimination, symbol recognition, counting, one-to-one correspondence, matching, classifying, tracking, auditory and visual discrimination, fine motor skills and attention. It is therefore ideal for inclusion in mainstream and for special,settings.

Trainers in adult settings will gainfully employ the many practical areas of application of skills in using the software with adults who have intellectual and/or physical disabilities. In some activities, Food for Thought provides opportunities for clients to communicate their particular needs. They can quickly indicate their preference for favorite or non-preferred foods prior to morning tea, lunch or dinner. Access can be set up for mouse, QWERTY keyboard (i.e. using arrow keys and the space bar) or scanning (using the spacebar or alternate input device such as IntelliKeys, Concept Keyboard, TouchWindow or a Discover:Switch).

Designed for Education
Symbol training and recognition of the many symbols that represent food can now be offered using this a friendly, easy to master program. The figure ground is well designed and uncluttered. The background colour can be kept blank (i.e. white) or coloured. This caters to users who are vision impaired. The  symbols are consistently positioned at the bottom of the screen display, and accessed in each activity in the same manner. The voiced directions and prompts have been digitally recorded. The voice is a young girl. It is anticipated that future versions may include male and female voice selection with adult and children's voices. Instructions are clear and concise.

Access Made Easy
Scanning (at a rate of either 2, 5, 10 or 20 second real-time delay) can be selected. It will suit very young children as well as users who require simple spacebar access or an alternate device key press. For example, a simple IntelliKeys overlay can be made designed incorporating either an arrow and spacebar (to emulate the keyboard input mode) programmed in two cell areas, or spacebar only (for scanning mode). The two switch ports can also be programmed in a manner of minutes, with Port 1 being the spacebar, and Port 2 being an arrow key. Similarly, Concept Keyboard overlays can be created using Informax or Concept Plus overlay designer programs. The Edmark TouchWindow can be used immediately, set up in single click mode. On-screen keyboards, such as Switch Clicker Plus can be programmed to emulate keyboard presses, accessed via a single switch as can Discover:Switch, with a simple scanning array.

Activities

Sentence Maker aims to develop skills in reading, vocabulary and sentence structure. You make simple sentences about food using the leading or end phrases in each level. The user chooses a food item to complete the sentence and then has it read back. In Level 1, you choose from 4 sentences and 36 words whilst in the more difficult Level 2, you choose from 6 sentences and 44 words.

Match Maker aims to develop skills in vocabulary, discrimination, matching and symbol recognition. The user is presented with an item on the screen and their task is to select the matching item from the choice bar. In Level 1 the user has to match the picture on the screen to a picture in the choice bar, in Level 2, find 2 items in the choice bar.

Count it Out provides the opportunity for users to develop their number recognition and counting skills. The user is presented with a number of food items and the task is to count them and select the correct answer. Counting from 1-10 is presented in Level 1, from 10-20 in Level 2.

Pack the Shopping develops counting skills in a 'real life' context. A list of items (shopping list) is presented. The items required are displayed in the choice bar. The user has to count out the correct number of items to complete the shopping list, by selecting the item in the choice bar the required number of times. e.g. The software says "I need six apples" The user selects the apple six times to complete the activity. You can repeat and practise if required.

Sort it Out develops the skill of sorting. The user is presented with two categories in the choice bar and is asked to decide which category an item belongs to. In Level 1, the user sorts food and drink, in Level 2 fruit and vegetables.

Going Shopping is a game. In this fun-to-play activity, users are given a chance to practice using the choice bar, without worrying about getting the right answer. It suits all user age and ability levels. The object of the game is to catch all the  food symbols falling from the top of the screen. The arrows in the choice bar must be used to move the girl from side to side. When using the mouse, you need to click on the arrow that represents the direction you want her to go. It is different in the arrows and scanning mode. The User Guide or Online Help facility provides all of the necessary instructions and directions.

In Summary
Food for Thought offers a great deal to so many potential users at school, home or in adult training centres. It delivers various activities that are suitable for a wide range of users, and caters to all abilities. It is a delightful program, created and designed in Australia, to enhance and complement the curriculum.

Back to Food for Thought

Back to Gerry Kennedy's Corner

[ Home | Learning Resource | Special-Needs | Kids Activities ]
[ Our Software | E-mail | Recommend this page | Links ]
[ Feedback | Privacy Policy | About Us | Advertise ]

Copyright © 1997 - 2003 Education by Design. All rights reserved.