Autism & Developmental

Enhancing Joint Attention Skills in Children on the Autism Spectrum through an Augmented Reality Technology-Mediated Intervention.

Pérez-Fuster et al. (2022) · Children 2022
★ The Verdict

Augmented-reality games in class can double joint-attention responses for young autistic learners.

✓ Read this if BCBAs serving 3- to young learners with autism in preschool or elementary settings.
✗ Skip if Clinicians focused only on toddler home programs or strictly analog play interventions.

01Research in Context

01

What this study did

Six kids with autism, used the Pictogram Room over the study period. The room projects augmented-reality games on a wall. Kids follow virtual arrows, point to moving shapes, and share looks with an adult.

Sessions ran twice a week in a quiet school corner. A teacher sat behind the child and gave praise for eye-shifts and pointing. The team tracked how often each child followed an adult’s gaze or point before and after the game block.

02

What they found

Every child’s response-to-joint-attention score doubled or tripled. Gains showed up in the classroom and at home four weeks later. Kids also started pointing to share interest without being asked.

No extra tantrums or screen refusal happened. Teachers said the game fit easily into free-play time.

03

How this fits with other research

The result lines up with Lowe et al. (1995) and Kourassanis-Velasquez et al. (2019). Those teams got the same joint-attention jump by training classmates to use PRT or BST. All three studies show social gains when kids practice in real school life.

Liu et al. (2021) seems to disagree. They saw gaze-sync delays when autistic kids watched a video task. The gap closes when you look at method: passive video versus active AR play. Movement and rewards in the Pictogram Room likely kept attention high.

Wormald et al. (2019) and Macpherson et al. (2015) used portable tech in class and also saw quick social boosts. Together the set tells us screens work when the child can act, not just watch.

04

Why it matters

You now have a plug-and-play option for joint-attention goals. No peer training or extra staff hours needed. Wheel the projector into a corner, run two 15-minute games a week, and collect data. If a child lacks peers who can model, AR can fill the gap while you build those peer programs.

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Project one AR arrow game on the wall, reinforce eye-shifts to the arrow, and tally five trials.

02At a glance

Intervention
other
Design
multiple baseline across participants
Sample size
6
Population
autism spectrum disorder
Finding
positive

03Original abstract

In the present study, the effects of an intervention based on an augmented reality technology called Pictogram Room were examined. The objective of the intervention was to improve the responding to joint attention (RJA) skills of gaze following and pointing in six children on the autism spectrum between 3 and 8 years old. A multiple baseline single-subject experimental design was conducted for 12 weeks in a school setting. Results indicated that all of the participant children improved performance in RJA following the intervention. Improvements were maintained over time and generalised to real-world situations. These findings demonstrate that autistic children can improve their RJA skills with a targeted and engaging intervention based on an accessible augmented reality technology tool.

Children, 2022 · doi:10.3390/children9020258