Friends At the end of the day, what do we want? We want a friend we can share with and who shares our common interests….
At the end of the day, children want to have a friend
We wanted to combine ancient history with new technology to involve people in a novel approach to ASD
Combine the old and the new to INVOLVE and CONNECT people in a novel approach to ASD. We do this by: 1.Telling a great story 2.Playing a game 3.Design around outcomes We opted to take advantage of student’s love of science….
Occupational therapy has always responded to the needs of society from wounded warriors to polio to the use of technology to reduce socioeconomic and geographic barriers to optimal health outcomes. Computers have evolved from a glowing box to a window to a world and an opportunity for relationship and improved health. In 2007, the virtual context was added to our practice framework and best practices are emerging.
Start with a strong story…. The diabolical species known as The Kraygon have traveled the vast distances to Earth using their unique technology that bends both light and time. They have one goal: Dominate the Earth and enslave it’s population by absorbing negative energy.
Kraygon Earth Our Story Light Bend Time Bend Planet-Wide Conflict
The Hero’s Journey is populated by archetypes—basic functions that appear in every story. These recurring patterns of human behavior are symbolic and used in movies and stories and now, in an online, therapeutic intervention for children with poor social participation. 1.HEROES Central figures in stories. Everyone is the hero of his or her own myth. 2.SHADOWS Villains, antagonist or enemies, perhaps the enemy within. Can also be repressed grief, anger, frustration or creativity that is dangerous without an outlet. 3.MENTORS The hero’s guide or guiding principles. 4.HERALD One who brings the Call to Adventure. Could be a person or an event. 5.THRESHOLD GUARDIANS The forces that stand in the way at important turning points, including jealous enemies, professional gatekeepers, or owns own fears and doubts. 6.SHAPESHIFTERS Creatures like vampires or werewolves who change shape. In real life, the shapeshifter represents change or ambiguity. 7.TRICKSTERS Clowns and mischief-makers; our own mischievous subconscious, urging us to change. 8.ALLIES Characters who help the hero through the change. Sidekicks, buddies, girlfriends who advise the hero through the transitions of life. 
Truth We’re all weird How we’re weird is how we find our friends and allies How we embrace our weird is important to how we feel about ourselves Sometimes the ‘weird’ becomes the ‘coolest’