Learning Helper User Manual  
Learning Helper Overview
What Is Learning Helper

Learning Helper is a comprehensive computer teaching  system for people

with learning difficulties such as autism.

 

The main features of Learning Helper include:

- discrete-trial methodology,

- text/voice/picture/video based instructions and teaching materials,

- a great number of lessons available for various age range users,

- fully customisable lesson setup,

- automatic progress monitoring and reporting,

- comprehensive reward system,

- lessons can be online subscribed, and deployed,

- specialized lessons can be order with desired specifications

 

There are seven lesson types in Learning Helper:

- Object Identification
- Object Matching
- Object Grouping
- Spelling/Word Building
- Sentence Composing/Functional Words
- Reading and Comprehension
- Math (Counting, Addition, Subtraction)

Lesson Types and Methodology
There are seven major lesson types in Learning Helper, and Discrete Trial is used in most lesson types.
Object Identification and Discrete Trial Methodology
  Object Identification (OI) in Learning Heler is the most powerful lesson type. OI lesson can be used for materialized objects, e.g., apples, oranges, and abstract items, e.g., sadness, happiness, etc.  Discrete Trial methodology is applied in OI lessons.  There are four processes (phases) in DT methodology: item presentation, instruction, response (compliance), and consequence.  The example followed demonstrates an OI lesson with DT illustration.

- Screen 1: tried items are presented, followed by the instruction of "Click Mangos"

- Screen 2: the student clicks on the picture of mangos in response to the instruction

- Screen 3: Computer replies with "Yes, you're right" as a re-enforcer which is the consequence of the response to the "right" answer

- Screen 4: Credit is issued as token (s) that would be used for a grant reward

- Screen 5: When enough number of token are earned, a movie (video clip) would be played as a grant reward

   . 

Object Matching
Object Matching (OM) lessons are created to train the concept of same and difference.  Object matching lessons can be used for materialized objects or abstract object.  An OM lesson can be of matching of exactness, or matching of similarity.

- An OM lesson to train matching of exactness

- An OM lesson to train matching of similarity

Object Grouping
Object Grouping (OG) lessons are created to train grouping and classification skills.  An OG lesson would consist of a list of items to be grouped, and target containers where items would be grouped into, and a student would be asked (commanded) to group items into their respected container.

- Screen 1: An OG lesson to group clothes vs. foods

- An OG lesson of shape grouping, round vs. square

Spelling and Word Building
Spelling lessons can be of full word spelling training, or of training specific letters.

- The example below is a full word spelling lesson with prompt

- The lesson below is a missing letter filling lesson.

 

Sentence Composing and Functional Word Training
In a sentence composing lesson, a full sentence is scrambled and a stduent is asked to recompose the sentence as showed in the example below.

- In a functional word lesson, a student will be asked to select the appropriate functional word.

Reading and Comprehension
In a Reading and Comprehension lesson, a computer will read aloud a short story or a paragraph of text, and ask the student comprehensive questions. The sentence or phrase that is read will be highlighted as a reading progress.  A reading aloud can be repeated with "Read Me Again" button.  Some Reading lessons may have pictures associated with the sentence or phrase that is read.  Hint or prompt for questions can be set for a Reading lesson.  

Basic Math (Counting, Addition, and Subtraction)
There are four types of Math lessons: Drag-drop Counting, Number Matching Counting, Addition, and Subtraction.

- Below is a Drag-drop Counting lesson.  In a Drag-drop Counting lesson, a student will be asked to move a number of objects from one place (container) to another place (another container). In the example below, the command is "Move two oranges to McDonald".  The student is supposed to drag two oranges (one by one) from the source container to the target container (McDonald). Upon completion of drag-drop count, the computer will count back the number by moving back objects (oranges) to the source container.

- Below is a Number-Matching Counting lesson.  The question is always "How Many?".  The student is expected to count the number of squares in the blue box, and provide the answer by clicking on the correct number symbol or dragging the symbol to the question mark box.  A hint (like this sample) can be setup.

- Below is an Addition lesson.  In an Addition lesson, a student is expected to make the calculation of two number addition and provide the answer by clicking the answer or dragging it to the question mark.  A hint level can be setup as "Counts", "Counting For Me", or "Prompting".

- Below is a Subtraction lesson.  The setup and lesson working process in a Subtraction lesson is similar to that of a Addition lesson.

Lesson Parameters, Re-enforcers, and Reports
Lesson parameters
  The Customizable lesson parameters include Degree of Difficulty, Number of Retries, Picture Indicator, Text Indicator, Input Method, and Prompting Level. Their definitions are:

Degree of Difficulty - the number of items presented to be trialed.

Number of Tries - the number of times that are allowed to re-try when trials fail

Picture Indicator - the items presented will have pictures.

Text Indicator - the items presented will have words.

Input Method - using mouse clicking or keyboard typing in Spelling lessons

Prompting Level - the level of prompting for a lesson

 However, not every lesson type has all parameters, and below are the matrix of lesson parameters available in various lesson types.

  Degree of Difficulty Number of Tries Picture Indicator Text Indicator Input Method Prompting Level
Object Identification Partially Available, Values 1-4 1-4 On/Off On/Off N/A None/Prompt/Error Correction/Demo/Demo With Distraction/Demo and Trial
Object Matching No 1-4 On/Off On/Off N/A None/Prompt/Error Correction
Object Grouping N/A   N/A N/A N/A No
Vocabulary Building/Spelling N/A N/A N/A N/A Mouse/Keyboard with letter pool/Key with letter pool and case sensitive/Dictation with typo prevention/Dictation without typo prevention None/Hint/Prompt
Sentence Composing/ Functional Words N/A N/A N/A N/A N/A None/Hint/Prompt
Reading Comprehension N/A 1-4 N/A N/A N/A None/Hint/Prompt /Hint and Prompt
Drag-drop Counting N/A N/A N/A N/A N/A N/A
Number Matching Counting N/A 1-4 N/A N/A N/A None/Counts/Hint/Prompt
Addition N/A 1-4 N/A N/A N/A None/Counts/Hint/Prompt
Subtraction N/A 1-4 N/A N/A N/A None/Counts/Hint/Prompt

 

Re-enforcers
There are two kinds of re-enforcers in Learning Helper: immediate verbal re-enforcers, and grand visual re-enforcers (Rewards). 

Immediate verbal re-enforcers

Immediate verbal re-enforcers are verbal responses as the consequence to a student's selection in a trial.  There are two kinds of verbal responses, Response To Right (RTR), and Response To Wrong (RTW),  and as the names indicate, the former is the response to the student's correct selection (answer), and the latter is the response to the incorrect selection. A Response To Right verbal phrase can be "Yes, Good Job", "You Did It", "I'm proud of you", while A verbal phrase for Response To Wrong can be, "No, Try Again", "Try Again", "Try Again, You Can Do It".

Grand Visual Re-enforcers (Rewards)

Learning Helper uses a token system to track student's lesson playing credits in terms of number correct answers.  A grand visual re-enforcer, a favorite video clip of a student, as reward will play for the student after he earns the required numbers of token for the reward.

 

Progress Reports
Learning Helper system automatically collects a student's lesson playing results in terms of number of correct answers and response time for each trialed item.  The progress report for each lesson playing session is displayed at the end of a lesson, and can be retrieved through Lesson Explorer under the lesson tree item that report belongs to.  Progress reports attributes include:

Total Tries - total number of trials proceeded for a report

Number of Correct Answers - total number of correct answers out of total tries for the report

Response Time - number of seconds elapsed from the beginning of items presented to the moment student responded

Percentage of Correct Answers - number of correct answers over total number of trials

Report's Maximum Data Count - maximum number of trials for a report, a new report will be generated when trial count exceeds

Progress Threshold -when the percentage of correct answers equals to or exceeds the threshold for an item, it is considered mastered if there is no prompt, otherwise the prompt will be lowered.

Software Installation and Upgrade
Software Installation

Learning Helper client, iLaerning Helper, is free to download. The following steps will help you walk through the download and installation process.  Upon the completion of the downloading, installation, and account creation, you will be awarded with several free trial lessons.

 

1.   Go to the below URL

      www.learninghelper.com/ilearninghelper/06850206988598890587/install_ilearninghelper.zip

 

2.   Then you may receive the below warning message after you clicking the above URL

 

 

3.   Click the Open button, the internet browser will download the zipped file, and open the folder that contains the installation program as shown below

 

 

4.   Double click the installation program, and the installation will start

 

>

 

The iLearning Helper program is always installed at “C:\iLearning Helper” of your hard drive

Account Creation

 

1.   Fill the form

Upon completion of downloading and installation, the program will prompt for account creation with the screen show below

 

A sample of filled form can be like this:

 

 

2.   Submit the form

Upon the completion of the form, please submit the form, and you will receive a confirmation message indicating that a pin number (needed for the first time login to Learning Helper Online) for your account is sent to your email address

  Login To Learning Helper

 

1.   If you the first time user, upon the creation of your account, the login screen* will be presented to you for the account and password data.

 

 

* account login window can also be opened from "Login" menu item

 

2. Enter "Account" name, and "Password", and select "Account Maintenance" for the first time user in order to have lessons setup. After that click "OK" button to login to the account. 

 

3. Login Pin Number

 

For first time user, you will be prompted for the pin number

 

 

Fill the pin number you received in your email during the account creation and click "OK" button to conclude the login process.

 

4. For the first time user, you will be asked to refresh local cache for the lesson setup as shown in below screen shot. Click "Yes" to process the refreshing.

 

 

5. You will see a progress bar during the file downloading process.

 

 

6. You will receive a welcome message from which you can submit a feedback, or open the Help manual.  Close the screen with "Close" button.

 

 

7. At last, Learning Help Explorer will be opened.  See "Account and Lesson Setup" in this document for the usage.

 

 

8. You can close the explorer, and logoff the account from "Logoff" menu item.

 

Software Upgrade
There are two ways in software upgrading: an upgrading during login/logout or with menu item.

- An Upgrading During Login/Logout

When a new version of software is available for a user, the system will prompt a warning message as in the screen below for software upgrading during login and logout of the online account. 

With clicking of "Yes" button, the installation software will install the new version of iLearning Helper in your computer.

 

Upon the completion of software installation,  the new version of the software will be launched for the user to login.

- An Upgrading With Menu Item

The software upgrading can be proceeded with the below menu item after login to the online account.

Account Management
All setups in Learning Helper can only be achieved when login to the online account, which is proceeded by selecting the "Account Maintenance" radio button in the login screen as seen in the screen shot below:

Most setups can be conducted through the Learning Helper Explorer, while other tasks are to be performed via menu item.

Account Manager With The Account Explorer
 
- Learning Helper Account Manager Explorer will be automatically opened when login to the online account,

 

 Learning Helper Account Manager Explorer can also be opened from menu item "LH Explorer" as blow

     

      - The left pane of the explorer can be used to setup and manage account level information which include: 
         "Account Profile", "Lessons", "Response To   Right", "Response To Wrong", and "Reward"

      - The right pane of the explorer is the student level information management.
        "Student", "Student Lesson", "Lesson Working Queue", "Response To Right", and "Response To Wrong"
 
Account Level Tree View List
 
  Account Profile
  A user's account profile can be viewed and updated by selecting the account tree view item "Account: jdoe01", and then clicking the "Open" button.  Below is the account profile update window

  Lesson List
   Lessons in an account are listed listed under Method Hierarchy and Method and Subject Hierarchy

Lessons listed in "Method and Subject Hierarchy" are classified into Subject and Chapter. For example, the lesson "10110029 Appliances", which is an Object ID lesson, is listed under the chapter of "Household Item" in Subject of "Living Necessity".

                                                                        

  Response To Right (RTR) and Response To Wrong (RTW)
  As described in the earlier sessions, RTR and RTW are re-enforcers to student's lesson playing in response to right and wrong responses, respectively. A list of RTR and RTW is pre-setup by the Learning Helper online system.  Users can request their own RTR or RTW through online service. 

  Reward
  The reward entries listed are video clips as grand rewards for a student when he earns  pre-required number of tokens (pennies). These reward video clips need to be assigned to each individual student in order to be played, see the reward assignment session for the details.

Student Level Tree View List
 
  Student Profile
    The left pane of the Learning Helper Account Management Explorer is the management for student level items, which includes Student Profile, Student Lesson List, and Re-enforcer list.

     

A student setup window is opened by first selecting "Student" item as showed above, then clicking on "Open" button. A student profile includes names, Data Collection Threshold, Sampling Data Count, Lesson Session Duration, and Reward Required Token Count.

Data Collection Threshold - the threshold used to determine the mastery of trialed items

Sampling Data Count - the total number of trials for each item in a progress report

Lesson Session Duration - the number minutes a lesson playing session lasts in automatic mode

Reward Required Token Count - the number of tokens required for a grand reward

  Student Lesson List
   All students' lessons are assigned their accounts they belong to.  A student's lessons are listed under "Lesson In Method Hierarchy", "Lesson In Method and Subject Hierarchy", "Lesson Working Queue"

                     

Lesson In Method Hierarchy - lessons are organized under method types

Lesson In Method and Subject Hierarchy - lessons under method types are further classified under subjects and chapters

Lesson Working Queue - lessons in this queue are played automatically one by one after when the application is launched from the iLearning Helper shortcut, which can be created via right-clicked at the Student Name, "Doe, John", for example, in the screen shot below.

  Response To Right (RTR) and Response To Wrong (RTW)
  RTR and RTW items of a student are acquired from the RTR and RTW of the account. A RTR or RTW item is randomly selected from the list during a lesson playing.

  Reward
  Reward items of a student are also acquired from those in the account level. Video clips in reward list for a student are played based on the setup for the student.  The reward setup window can be opened by selecting "Reward" item, and clicking "Open" button as showed below.

Parameters in reward setup window include:

Name - video clip file name

Media Type - a video clip installed in user's hard-drive

URL/Path - URL for the video clip that resides in internet

Total Time - Total minutes o the video clip

Show Time - the number minutes the video clip will be played for each reward

No. of Replay - the number of times that the video will be replayed.

Seq. - the sequence of video clips to be played.

 

Lesson and Resource Assignment
 
  Lesson Assignment
  Lessons in an account are assigned to a student by dragging lessons from the lesson list in the account to that of the student as showed in the screen shot below. 

In this example, the lesson "0040301 Fruits" is dragged and dropped into the student lesson list under Object Identification.

Click the "Save" button to save the lesson in the student lesson list.

  Assignment of Response To Right (RTR) and Response To Wrong (RTW)
   In the similar way, a RTR item of an account is assigned to that of a student through drag-drop method as showed in the screen shot below.

                     

The screen shot below shows that the RTR item is added to that of student RTR. Click "Save" button to save the change.

Below is the screen shots of adding account RTW item to a student RTW item

Offline Login and Lesson Playing
 A user logins to offline Learning Helper to play lessons and view progress reports.
Login To Offline Learning Helper
A user logins to the offline Learning Helper by selecting "Lesson Playing" radio button, and clicking "OK" button in the login screen, as showed below.

Upon login to the Offline account, Learning Helper Explorer  will be opened as showed below.

Lesson Browsing and Report Browsing

Upon login to the Offline account, A user can use Lesson Explorer to view student's lessons, lesson reports, Response To Right (RTR) items, Response To Wrong (RTW) items, and Reward items by browsing through the tree view as the example showed below. 

In this example, there are ten lessons, "0010216 Action-daily" etc., under Object Identification (Lesson Type).  On the other hand, reports are listed when clicking a lesson that contains reports.  There are two reports "2007-12-07 20:2027 To 2007-12-08 17:55:56" and "2007-11-28 21:37:56 To 2007-12-07 20:20:39" for lesson "1010349 Number Matching Counting 11 to 15".

The screen shot below shows lists of RTR, RTW, and Reward items.

Lesson Playing
Lessons can be played automatically or manually.  In automatic mode, lessons need to be placed in Lesson Working Queue, and lessons are played one after the other by launching iLearning Helper from desktop shortcut. In manual mode, a lesson is played through the Explorer.

Object Identification (OI)
A OI lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Object Matching (OM)
A OM lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Object Grouping (OG)
A OG lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Scale Comparison (SC)
A SC lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Counting - Number vs Symbol Match (CN)
A CN lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Counting - Drag-drop (CD)
A CD lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release..
Addition
An Addition  lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Subtraction
A Subtraction OI lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Spelling - Vocabulary Building (SV)
A SV lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Sentence Composing and Functional Word Training (SF)
A SF lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Reading
A Reading lesson is played by selecting the lesson in the tree view list, and clicking "Play" button. Refer to Learning Helper Overview for the purpose of this lesson type. Screen shots will be provided in the future release.
Lesson Library and Lesson Shop
Learning Help lessons can be subscribed or purchased in retails. Subscribers can download their lessons freely from the Lesson Library, while retailed users can purchase lessons online through PayPal.
 
Lesson Library
Lesson library is for users who subscribe to Learning Helper online service.  The users can download (save) their selected lessons to their accounts as needed.  The number of curriculums available to a user is subject to the term of subscription.

User can access to Lesson Library through the below menu item

The Lesson Library is opened as shown below:

Lessons are added to the user's account by selecting lessons in the lesson library (left pane tree view), and clicking the "Select Lesson" button. The selected lessons can be directly populated into student's lessons queue if the "Add Lessons To Student(s)" is checked.

Lesson Shop
- Lesson Shop and Shopping Cart

Retail users can access to Lesson Shopping Cart within the iLearning Helper menu item showed below.

Upon clicking on Lesson Shopping Cart, Learning Helper Lesson Shopping Cart will be opened.  Lessons in Lesson Shop are organized in the hierarchy of Curriculum, Lesson Type, Lesson Subject, Lesson Chapter, and Lesson List under tree view structure. As showed in the screen shot below, "sp_curiculum001", "Object Identification", "Living Necessity", "Foods", "1010020 Fruits" are tree view items for Curriculum, Lesson Type, Lesson Subject, Lesson Chapter, and Lesson, respectively. 

- Shopping Cart Checkout

.Lessons are added to a shopping cart selecting a lesson item in the Lesson Shop on the left pane, and clicking the "Add To The Cart" button.  The right pane lists all lessons that are contained in the shopping cart. Checkout for the shopping cart is proceeded by clicking on "Checkout" button.  A confirmation message will be displayed as below.

If the user clicks the "Yes" button, the internet browser will display the lesson payment invoice.

- PayPal payment

Upon clicking on "PayPal Buy No" button, the user will be brought into PayPal login page.

The user needs to proceed the payment procedure through PayPal payment process.  Upon fulfillment of the payment, the lessons purchased will be added into the user's account, which can be view from iLearning Helper Lesson Explorer: