Edited (2017) by the American Printing House for the Blind for distribution in the United States and outlying areas.
In keeping with our philosophy to provide access to information for people who are blind or visually impaired, the American Printing House for the Blind provides this book electronically as HTML and BRF.
Catalog Number: 1-08816-00
Preface
The American Printing House for the Blind (APH) is happy to offer the Reach & Match® Learning Kit to young students in the United States and its outlying area. APH values the kit’s relevance, versatility, promotion of social inclusion, and manufacturing quality. Reach & Match is for toddlers and young children; however, parents, teachers, and students will find the learning outcomes in the Reach & Match manual dovetail nicely with the Continuum of Visual Development (Ferrell, 2010). In the first month of life, babies show visual behaviors such as interest in pattern details in clothing and the environment. They attend to outside edges of a pattern or stimulus. By 2 months, babies perceive objects as three-dimensional; and by 3 months, they shift fixation from one object to another and watch the actions of others. By 4 months, they reach to visual stimulus. Jumping ahead to 9 months, eye-hand coordination improves and babies use vision to mediate reach and grasp. By 12 months, babies use vision to monitor motor activities and they discriminate same and different based on characteristics. By 18 months, toddlers stack objects vertically; and by 2 years, they stack objects horizontally. They begin to complete simple puzzles and foam boards by age 3 years. By 4 years, they identify red, green, blue, and yellow. By 5 years, children build bridges with blocks and match by size and shape.
According to the website How Kids Develop (2008), students develop skills in five main areas of development: cognitive development, social and emotional development, speech and language development, fine motor skill development, and gross motor skill development. There is a plethora of other student development outlines available to parents and educators today with the click of a quick Google search.
Whether one follows the Jean Piaget or Lev Vygotsky (both psychosocial) or the Erik Erikson (cognitive) theoretical approach to child development, or another child development theorist, of which there are many, what remains constant and relevant is that child development is a process through which every student goes. Many developmental skills, including visual behaviors, are attainable when playing with Reach & Match and following the lessons as they are outlined in the manual. For a student with a visual impairment or blindness, the developmental behaviors may be delayed; but the premise of Reach & Match is that the social interaction a student obtains while playing with peers encourages these developmental skills and behaviors (State of NSW, Department of Education and Training, 2010).
There are different levels of learning, and some students may not be ready for same/similar/different in regards to the patterns being larger or longer on the mats than on the tiles. If a student does not know the concept, APH recommends that teachers use Reach & Match to help teach it. Teachers begin to teach concepts of small and big and short and long at a very early age using the Light Box Materials (APH #1-08669-00). As an expansion activity to teach shorter and longer, teachers can use two blue segments of the Tangle Toy (APH #1-08750-00) to create the pattern on the blue tiles and then add a third segment to match the top four rows on the blue mat and then add a fourth segment for the remaining rows on the blue mat. Teachers are very creative and will find innovative ways to incorporate Reach & Match into lessons.
If low vision students do all the activities by color and not by sound or shape, there is always the opportunity to play games where all students wear eye shades/blindfolds. It is like interactive exhibits at zoos and nature preserve centers—stick your hand in a covered box and identify the nature object.
One of the reasons APH was interested to be the United States distributor of Reach & Match is that it provides an opportunity for group play during which teachers can observe and take notes on students as they explore, play games, problem solve, and develop their imaginary play skills.
APH commends Mandy Lau for her research and design of the Reach & Match Learning Kit.
Tristan Pierce
Multiple Disabilities Project Leader
American Printing House for the Blind
Introduction
Reach & Match® Learning Kit is an innovative system for students with sensory impairment and other special needs to learn and engage with their peers in mainstream environments. The kit consists of four double-sided sensory play mats, which students can use to create different 2D and 3D configurations, and sensory components such as braille/print tiles, which help students—with and without visual impairments—develop literacy. Through well-designed exercises and activities and games, students develop effective childhood skills such as space and direction, body concept, motor, cognitive, communication, and social interaction. The double-sided sensory play mats provide distinctive modes of individual learning and group play. The front side provides toddler training for manual dexterity and identifying tactile patterns. The reverse side provides preschoolers with braille and print learning, motor development, and directional and spatial training. The design concept and features are the result of a postgraduate research based on early childhood education and students with visual and multiple impairments. It was developed and tested with early childhood educators, therapists, psychologists for early intervention programs, and child care centers and schools. The design is internationally recognized and has received numerous awards in the areas of assistive technology, education, and social inclusion. If you want more information about Reach & Match, please visit http://www.reachandmatch.com.
Research-based: Reach & Match is a unique social-inclusive tool to empower children with disabilities. Mandy Lau's postgraduate research study was based on research and practices on childhood education and children with special needs. For a complete list, see Resources Used in the Development of Reach & Match at the back of this manual.
Unique: The combination of braille and print literacy, sensory elements, and interactive features was developed with the understanding and concern for students with disabilities studying in a mainstream environment.
Social-inclusive: Most teaching aids are designed specifically for students with distinct disabilities, but Reach & Match is a fun and friendly kit for all students to interact and to develop social skills.
Education-focused: Existing aids in the special-needs market focus on limited functions, but Reach & Match provides different features and important elements that help all students develop different essential functional skills.
Tailor-made: The product is very flexible and easy to use for students with varying levels of sensory impairment or disabilities. It is also portable, which allows specialists to visit students with special needs in different environments and locations.
How to Use This Manual
Learning Outcomes and Activities
It is essential for students with special needs to experience learning outcomes while they develop childhood skills. Simple and effective exercises and activities under each learning outcome help students learn those skills.
Reach & Match Game Ideas
Reach & Match includes effective and fun games that are designed for multilevel learning—from easy to challenging. The games provide different skill sets for students as they learn through interactive play.
Your Own Ideas
Reach & Match is innovative, yet simple and flexible. It is possible to combine more units of Reach & Match to create a great variety of configurations for activities and games. Therefore, the uses of Reach & Match are not limited to what we provide in this manual. Feel free to design your own activities and games for students with varying abilities. Educators, specialists, and parents are encouraged to share their ideas with us:
We will share your great ideas with the public so more users can enjoy new ways to learn!
Kit Content
One unit of Reach & Match Learning Kit contains:
4 × Double-sided sensory play mat
1 × Red
1 × Blue
1 × Green
1 × Yellow
26 × Double-sided sensory with braille/print tile
7 × Red Circle
7 × Blue Triangle
6 × Green Square
6 × Yellow Pentagon
1 × Big Round Cushion
1 × Carrying Bag
1.0 Learning Outcome: Braille and Print Learning
Pre-Braille Learning
Braille Alphabet
Roman Alphabet Activities
1.1 Pre-Braille Learning
Learn to touch, feel, and explore
Explore the tactile textures
1.2 The Braille Alphabet
Learn the 26 letters of the alphabet in braille
Learn braille using students' names and objects
1.3 The Roman Alphabet
Learn the 26 letters of the Roman alphabet
Learn letters using student' names and objects
2.0 Learning Outcome: Cognitive Skills
Sorting Skills
Matching Skills
Counting Skills
Pattern Recognition
Sequencing Skills
Memory Training Activities
2.1 Sorting Skills
Sort the tiles in accordance with the various different colors
Sort the tiles in accordance with the various different shapes
Sort the tiles in accordance with the various different sounds
Sort the tiles in accordance with the various different patterns
2.2 Matching Skills
Match the tiles to the mats with same colors
Match the tiles to the mats with same pattern
2.3 Counting Skills
Count the number of red/blue/green/yellow tiles
Count the number of circle/triangle/square/pentagon tiles
Count the number of the tiles with dot patterns/parallel lines/curvy lines/diagonal lines
Count the number of dots/stripes/curvy lines/diagonal lines on the tiles and mats
2.4 Sequencing Skills
Sequence the tiles in the right alphabetical order
Sequence the colors order (e.g., red-green-red)
Sequence the shapes order (e.g., circle-triangle-circle)
2.5 Memory Training
Memorize the order of different sounds/colors/shapes/patterns
Memorize the tile with the correct sound/shape/color/pattern
3.0 Learning Outcome: Sensory Integration
Sight and Visual Skills
Hearing Integration
Touch Integration
3.1 Sight and Visual Skills
Distinguish the different colors on the tiles and the mats
Identify the different patterns on the tiles and the mats
Identify the different shapes of various tiles
3.2 Hearing Integration
Distinguish different sounds given from the various tiles
3.3 Touch Integration
Identify the different textures from the various components: foam mats, plastic tiles, fabric cushion
Distinguish the difference between the patterns on tiles and mats
Use different parts of body to touch the tactile parts, such as the feet, hands, arms, legs, and face
4.0 Learning Outcome: Body Concepts
Exploration of Body Parts
Bodily Awareness
Spatial Concept
4.1 Exploration of Body Parts
Learn to explore Reach & Match using different body parts (e.g., put your right hand on the mat and lift your left hand)
4.2 Bodily Awareness
Learn to perform different body movements (e.g., crawl, jump, skip, lie down, hold yourself and roll into a ball)
4.3 Spatial Concept
Experience the size of the mats (e.g., by touching the edge of mats)
Learn the distance from one mat to another by counting the number of steps to walk on the mats, working out how long the path is, asking how far the cushion is, and so forth
Learn instructions for spatial directions (e.g., turn left and go to the blue mat)
5.0 Learning Outcome: Orientation and Motor Skills
Fine Motor Skills: Finger Manipulation
Fine Motor Skills: Wrist Twisting
Gross Motor Skills: Hand and Foot Muscle Training and Development
Auditory Skills
5.1 Fine Motor Skills: Finger Manipulation
Pick up a specific tile
Grasp a specific tile
Track the path of the mat using fingers
5.2 Fine Motor Skills: Wrist Twisting
Fit different shapes of tiles into corresponding pockets
Shake tiles to discover different and specific sounds
5.3 Gross Motor Skills: Hand and Foot Muscle Training and Development
Experience crawling, walking, jumping, running, hopping, skipping, leaping, and so forth
Movement at different pace
Encourage the student to move following the path
Travel skills and route planning skills
5.4 Auditory Skills
Use sound to identify direction
Use sound to identify distance
6.0 Learning Outcome: Language Enrichment
Positional and Directional Words
Sensory Words (How to Describe an Object)
Question Raising
Descriptive Words
Body Concept Activities
6.1 Positional and Directional Words
Directional words including turn right/left, walking forward/backward, around the corner, and walking next/parallel/perpendicular to
Describe location of an object:
Above and below
Near and far
Before and after
Top, middle, and bottom
Left, between, and right
Front and back
Upside down
Next to, between, and end
6.2 Sensory Words (How to Describe an Object)
Learn sensory words to describe objects: hard, soft, tactile, round, pointy, loud, and soft
6.3 Question Raising
Questions that start with "What?", "Why?", "How?" and "Where?"
6.4 Descriptive Words
Learn descriptive words: round, curvy, straight, diagonal, dotty, and so forth
6.5 Body Concept
Learn different body parts: hands, fingers, arms, feet, knees, upper body, lower body, wrist, ankle, toes, and so forth
7.0 Additional Learning Outcomes
Social Skills
Social Interaction
Active Listening Skills
Active Participation
Turn Taking
Communication Skills
Cooperation Skills
Decision Making
Teamwork
Demonstrating Skills
Positive Experience and Engagement
Satisfaction
Happiness
Confidence
Creativity
Imagination
Curiosity
Sharing
8.0 Game Ideas
Game 1: The Match Game
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 1 to 2
Difficulty: ★
Instructions
Set the kit up in the square configuration, with the circle in the middle, and the pattern side up.
Give the students the tiles, one-by-one, and use patterns or colors to instruct the students.
Students must then match each tile to its relevant mat.
Learning Outcomes
Matching Skills
Sight and Visual Skills
Note
To make this game more challenging and to improve the students' gross motor skills, the mats can be set up into any configuration, as long as the pattern side is up. Furthermore, the students can use sounds or shapes to identify similar tiles.
Game 2: River Crossing
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 1 to 8
Difficulty: ★
Instructions
Set the kit up in a long pathway.
Explain to students the key:
the Reach & Match pathway is the "river"
the left-hand side of this river is the "riverbank"
the right-hand side of this river is the "riverbed"
Students jump toward the place that the teacher calls out. For example, when the teacher calls out “riverbank,” the students should jump toward the left side.
If a student jumps toward the incorrect side, they are out.
Learning Outcomes
Memory Training
Gross Motor Skills
Auditory Skills
Spatial Concepts
Note
Game is adaptable to any theme (e.g., pirate themed: the pathway becomes a boat, one side is port, and the other side is starboard).
Game 3: Quicksand
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 1 to 4
Difficulty: ★
Instructions
Teacher calls out color of the "safe" mat, and other mats turn into quicksand.
Students must jump onto that color mat as soon as possible to avoid "sinking" into the quicksand.
Students jump toward the place that the teacher calls out. For example, when the teacher calls out "riverbank," the students should jump toward the left side.
Last one onto the "safe" mat is out.
Learning Outcomes
Gross Motor Skills
Listening Skills
Spatial Concepts
Decision Making
Note
To vary the level of difficulty, the teacher can space out the sensory mats.
Game 4: Shake, Shake, Shake It
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 1 to 10
Difficulty: ★
Instructions
The teacher demonstrates the distinct sounds that each of the four types of tiles produce.
The teacher then shakes a tile behind each student's back.
Students must try to guess which tile it is by listening carefully.
Learning Outcomes
Memory Training
Auditory Skills
Game 5: Hot Potato
Equipment: 1 × Reach & Match Learning Kit, a music player
Number of Students: 4 to 10
Difficulty: ★
Instructions
Students sit in a circle holding hands.
While music plays, a tile is passed from student to student.
The student holding the tile when the music stops is out.
The last student playing is the winner.
Learning Outcomes
Social Interaction
Fine Motor Skills
Auditory Skills
Game 6: Simon Says
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 1 to 10
Difficulty: ★★
Instructions
The teacher calls out instructions starting with the phrase, "Simon says..." (e.g., "…put your left hand in the air!" "…put your right foot on the wavy patterned mat!" "…hold a red tile in your right hand!" "…turn around once!")
Students must follow the instructions only when the teacher calls out "Simon says..." prior to the instruction.
If a command is made without saying "Simon says…," the students should ignore it. If not, they are out.
Likewise, if the student fails to complete the instruction fast enough, or makes a mistake, the student is also out.
The last one still in the game is the winner.
Learning Outcomes
Communication Skills
Active Listening Skills
Bodily Awareness
Positional and Directional Words
Note
Allow the students to take turns at giving instructions.
Game 7: What Does It Feel Like?
Equipment: 1 × Reach & Match Learning Kit, a variety of different materials and objects
Number of Students: 1 to 6
Difficulty: ★★
Instructions
The teacher must use a collection of a variety of objects with different tactile surfaces.
The teacher then groups the objects together by similar surfaces and places them in the holes the tiles usually go into.
For example:
Hard: plastic toys, metal spoons, buttons
Soft: cotton wool, fabric toys, feathers
Take the students on a journey by instructing the students to run their fingers and hands along the pathway and describe what objects they feel, while teaching them the associated word that describes the surface.
Learning Outcomes
Feeling and Touching
Sensory Words
Descriptive Words
Game 8: Boom, de, Clap de Clap
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 1 to 10
Difficulty: ★★
Instructions
Using one or more tiles, the teacher creates a rhythmic pattern.
Students must listen carefully and aim to reproduce the rhythmic pattern.
Learning Outcomes
Auditory Skills
Fine Motor Skills
Memory Training
Demonstrating Skills
Game 9: Stack It
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 1 to 10
Difficulty: ★★
Instructions
Teams can be formed.
The teacher calls out a type of tile (e.g., "Red!" or "Waves!").
Students must find the correct tile and carefully stack tiles one on top of the other.
The student that is able to create the tallest stack wins.
Learning Outcomes
Fine Motor Skills
Sight and Visual Skills
Feeling and Touching
Note
This game can be useful when teaching information. For example, a math teacher may ask a question and if the student answers correctly, she may add another tile to her stack (acts as an innovative point system).
Game 10: The Reach Game
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 1
Difficulty: ★★
Instructions
Set up the mats such that the path goes from red to blue to green to yellow, with the path side up. Place the cushion at the end of the path.
The students will identify the braille alphabet and place the tiles in the right pockets, in alphabetical order (i.e., A, B, C, etc.).
The cushion will serve as the goal, giving the students a sense of accomplishment. The students can then trace the path to also give themselves a sense of accomplishment.
Learning Outcomes
Braille Alphabet
Roman Alphabet
Fine Motor Skills
Gross Motor Skills
Identification Skills
Game 11: Relay Run
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 2 to 8
Difficulty: ★★★
Instructions
Form teams (can be one vs. one or groups of two or more). For example, Team Blue vs. Team Green.
Each team is given a different objective (e.g., collect all green tiles).
Teams line up on the Reach & Match mats.
Kids take it in turns to run in a relay to find their specified tile, return and then fit it into the mat, tagging their next team member on the shoulder to go next.
The team that collects all their tiles first wins.
Learning Outcomes
Active Participation
Turn Taking
Team Work
Gross Motor Skills
Sight and Visual Skills
Note
In order to increase the level of competition, cooperation, and creativity, ask kids to compose their own team names (e.g., the Superheroes).
Game 12: Musical Tiles
Equipment: 1 × Reach & Match Learning Kit (ideally multiple sets), a music player
Number of Students: 3+
Difficulty: ★★★
Instructions
As the music plays, the students slowly walk around the circle.
When the music stops, the teacher calls out an objective (e.g., "Red tiles!" or "Waves!").
Students scramble to find the specified tile.
If the students cannot find the tile, they are out of the game.
The last one playing is the winner.
Learning Outcomes
Auditory Skills
Identification Skills
Sight and Visual Skills
Pattern and Color Recognition
Note
The teacher can use letters to make it more difficult, for example:
"Find vowels!"
"Find letters from the first half of the alphabet!"
Or make finding a specific letter the final round to make the objective more difficult.
Game 13: Touch and Trade
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 3 to 8
Difficulty: ★★★
Instructions
Each student is given five tiles and a different task (e.g., collect all blue tiles, collect all vowels, or collect tiles with three braille dots).
Students have to trade with each other to complete their task.
The winner is the first to finish his or her task.
Learning Outcomes
Active Participation
Communication Skills
Fine Motor Skills
Cooperation Skills
Game 14: Stop, Drop, Go Go Go!
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 2 to 8
Difficulty: ★★★
Instructions
Prior to introducing the game to students, teachers must first teach students that each tile pattern has a significant meaning as a mobility symbol (e.g., waves suggest nearby water, circles indicate stop, straight lines indicate parallel, and the diagonal lines signifies the presence of a building). The teacher determines the meanings of the patterns.
The teacher sets the sensory play mats in a line, with space in between each mat.
The teacher explains the meaning of the signs on the tiles and in the game what actions correspond to each type of tile. For example, if students come across:
blue tiles: they have to move their arms in wave like motions until they reach the next tile,
yellow tiles: students follow the path hopping on one foot,
red tiles: stop moving, put their hands in front of them and spell the letters S-T-O-P loudly,
green tiles: put their arms over their heads in the shape of a roof and turn around in a circle once before being allowed to continue.
Students run to each mat from the start to the finish line. When they land on each mat, they have to do the action/task that corresponds to the pattern on the mat.
This is a race, and the winner is the one who finishes the pathway first.
Learning Outcomes
Learning the meaning of the four mobility symbols on the tiles:
Red: Hazard Sign and Stop
Blue: Sea/River/Water is present/nearby
Yellow: Directional Sign (path continues in this direction)
Green: Diagonal Lines Present Building or Areas on Maps
Gross Motor Skills
Memory Training
Note
Students can be put into teams, and the game can be a relay.
The Reach & Match cushion can be placed at the finish line to signify the end point.
To increase the motor skill difficulty, instead of running between mats students must jump, crawl, or skip.
Game 15: Treasure Hunt for Robots
Equipment: 1 × Reach & Match Learning Kit
Number of Students: 2 to 6
Difficulty: ★★★★
Instructions
Pair students up: One student acts as the robot (blindfolded), and the other as the director.
Create a safe obstacle course. For example, place the mat in separate sections around the room. They will act as "poison" or "dangerous areas" that if you touch you will have to start again.
The director's goal is to guide the robot to find as many tiles as possible or to get the prize.
Example: fruit chews, lollipops, first in line for lunch
The director cannot move from his or her spot.
The pair with the most tiles wins.
Learning Outcomes
Positional and Directional Words
Cooperation Skill
Confidence
Bodily Awareness
Spatial Awareness
Note
To simplify, the teacher can:
Tell the director directions from a starting point and they have to relay it to the robot, or teacher can be the director.
Instead of utilizing a large space, place tiles on the Reach & Match mats and eliminate the "poison" concept.
To increase the difficulty, the teacher can:
Instead of being able to use normal language (e.g., right, turn left, slow), the director and the robot must come up with their own directional language (e.g., Right = "Choo-choo!" Left = "Woof!" Stop = "Potato!").
Game 16: Word Wizards
Equipment: 2 × Reach & Match Learning Kit (or more)
Number of Students: 2 to 6
Difficulty: ★★★★
Instructions
The teacher devises a word list.
Try to keep it simple and don't use letters more than once in the same word if you only have two sets.
Teams are formed. Each team sits with their own Reach & Match learning kit.
First representative of each team goes to the teacher to hear a word.
The representative must then return to the team and spell the word with the tiles without saying anything.
When the team knows what the word is, they send another representative to the teacher for the next word.
The first team that completes the word list wins.
Learning Outcomes
Motor Skills
Braille and Print Learning
Sequencing Skills
Memory Training
Team Work
Active Participation
Create Your Own Ideas
Now it's your turn to write down your own activity and game ideas. Feel free to share them with us:
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