Creature Chorus

Creature Chorus is designed to introduce a variety of fundamental cognitive concepts to children and adults with diverse abilities, including those with severe and profound cognitive impairments. The program features nine activities designed to capture and hold visual and auditory attention, encourage visual tracking, and train cause and effect, turn-taking, and discrete pointing.

Authors:

Mary Sweig Wilson, Ph.D.
Bernard J. Fox, M.S.


Activity Descriptions for Creature Chorus Sterling Edition:

1. Energizer
This activity trains cause and effect, turn-taking, and the use of an input device. One creature appears on-screen and the narrator says, "Make him do something." When the student makes a response, the character animates or becomes "energized." Once the character completes his routine and exits, a new character appears.

2. Workout
This activity trains cause and effect, turn-taking, and the use of an input device. One creature appears and begins a continuous animated routine while the narrator says, "Make him do something different." When the student makes a response, the creature's routine changes. Once the character has completed several routines, he exits and a new character appears.

3. Songfest
This activity trains cause and effect, turn-taking, and the use of an input device. The narrator begins by saying, "Where is everyone?" Each time a student makes a response, a new character appears. Once all of the creatures are on stage, the narrator says, "Make them sing now." When the student makes a response, the characters start to sing and each new response causes the creatures to sing a new song.

4. Shrinker
This activity trains cause and effect, turn-taking, and introduces visual tracking. In Direct Select mode, this activity also teaches discrete pointing. In Scanning mode, this activity teaches accurate response timing. First, a big red bubble appears in the center of the screen and the narrator says, "Pop the bubble and see who's inside." When the student chooses the bubble, a creature appears and does a routine. When the creature has finished his routine, the bubble reappears in a smaller size. Once the bubble reaches its smallest size, it rolls to different positions on the screen. If there is no response, or a response outside the target area, the bubble increases in size until it eventually fills the screen.

5. Critter Skitter
This activity trains cause and effect, turn-taking, and visual tracking. In Direct Select mode, this activity also trains discrete pointing and in Scanning mode, this activity trains accurate response timing. First, a creature appears and the narrator says, "Tag (character’s name) and see where he goes." The student uses the input device to "tag" the character, causing him to animate and then move to another position on the screen. After several animations, the creature exits and a new creature appears.

6. Pair Pranks
This activity trains cause and effect, turn-taking, visual tracking, and choice-making. It also teaches the student to choose between two creatures. First, two creatures appear on screen and the narrator prompts the student to choose one. When the student selects one of the creatures, it begins an animated routine. After several routines, the creature exits and a new creature appears.

7. Solos
This activity trains cause and effect, turn-taking, visual tracking, and choice-making among many possibilities. All of the creatures appear on screen and the narrator says, "Choose someone to sing." When a creature is chosen, he begins to sing and is joined by his friends. Once the song has finished, another creature can be chosen.

8. Concert
This activity trains cause and effect, turn-taking, visual tracking, and choice-making. The student chooses a button to determine which song the creatures will sing. The narrator begins by saying, "Choose a button to hear a song." When a button is chosen, it stays lit while the creatures sing that song. When the song is finished, a new song can be chosen. In Direct Select mode, each creature makes a sound when you select him.

9. The Local Scene
This activity trains cause and effect, turn-taking, visual tracking, and choice-making. First, a scene is presented with two large clown characters. When a region of the screen is selected (in Direct Select mode), a corresponding animation begins. After each animation ends, another area can be chosen. In Scanning mode, each response causes a different area of the screen to animate in a random order.