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Coding for Kindness project inspired by “Out of My Mind”

Our elementary school librarian and I share a passion for children’s books. We often recommend our favorites to each other and chat about the stories that have touched us. Recently, she suggested I read Out of My Mind by Sharon M. Draper. It’s a heartwarming story about Melody, a bright young girl with cerebral palsy who is unable to speak. The book offers a powerful glimpse into the world of children with disabilities, and I highly recommend it to anyone who works with or cares for kids. It opens our eyes to their unique challenges and experiences, helping us develop more empathy and compassion. Melody's journey is one of resilience and determination as she faces a world that often underestimates her intelligence and abilities because of her communication barriers.


At this year’s ISTE conference, a poster presentation centered around the novel Out of My Mind caught my attention. Deanna Bledsoe, founder of Kai Coders, was presenting a project called "Coding for Kindness" that her daughter, Alana, created to help children like Melody. Alana, who is the same age as Melody in the book, developed this project for her school's STEM Fair. After the conference, I had the chance to talk with Deanna about the project and her shift from working in computer science to teaching kids. We discussed the challenges and rewards of teaching coding, particularly through hands-on, engaging projects that go beyond the screen. Deanna emphasized how important it is to make coding fun and accessible, especially for younger children and girls, by incorporating crafts and activities that align with their interests. She also highlighted the value of project-based learning, where students identify real-world problems and use technology to find creative solutions.

“I feel like you're really into that book you keep talking about. Maybe you can make something to help the main character.” Deanna to her daughter.

Alana’s project began with her fascination for Out of My Mind. Inspired by Melody, she decided to create a low-cost version of the communication device used by the book’s main character. Alana’s initial prototype was simple but meaningful—it allowed non-verbal people to express basic needs and emotions by pressing buttons that played pre-recorded phrases. The device was made up of three key components: an app created with Scratch, a Makey Makey board, and Play-Doh sensors. The Scratch app linked words and phrases to specific keyboard keys. The Makey Makey board acted as a bridge between the physical world and the app. The Play-Doh sensors were connected to the board, so when pressed, they triggered phrases like “I need to use the bathroom” or “Thank you.” This simple and affordable setup created a way for non-verbal individuals to communicate easily.

First prototype has blobs of PlayDoh, a banana and an old laptop desk.  Scratch and Makey Makey are used to turn these conductive items into interactive sensors that speak words or phrases when touched.
First prototype has blobs of PlayDoh, a banana and an old laptop desk. Scratch and Makey Makey are used to turn these conductive items into interactive sensors that speak words or phrases when touched.

Teaming up with a friend, Ethan, from her Odyssey of the Mind group, they expanded her prototype into a fully functioning communication app called "Time to Talk," which they entered into the Congressional App Challenge.This free app allows non-verbal people to have their voices heard. It has two main modes: one for emergencies, with a large "Stop" button that immediately says "Stop" out loud, and another for daily conversations. The arrow keys allow users to select from common phrases like "I need water," or they can type their own messages using the text-to-speech feature. "Time to Talk" is designed to be flexible, empowering people with both temporary and permanent disabilities to express themselves. The app works without Wi-Fi and has both touchscreen and keyboard modes, ensuring accessibility in various situations.


The 2nd prototype consisted of larger buttons that were made of foam, colored and shaped to provide visual clues to the meaning, as well as a joystick made of a door stopper, empty business card box, foam, copper tape and Makey Makey.
The 2nd prototype consisted of larger buttons that were made of foam, colored and shaped to provide visual clues to the meaning, as well as a joystick made of a door stopper, empty business card box, foam, copper tape and Makey Makey.

Alana and Ethan then took part in the Thomas Edison Pitch Competition, where they proceeded to develop the project. This challenging competition required them to think beyond coding, as they needed to create a marketing plan, gather feedback from real-world users, and present their work to judges. They reached out to professionals who work with children with disabilities for feedback, which helped them refine the app even more. The experts were impressed and suggested adding various joystick options to accommodate different levels of mobility. The app is targeted at individuals with cerebral palsy who have difficulty speaking or moving, and they hope to market it to schools, therapists, support groups, and on social media. Their goal is to empower children with disabilities to communicate independently.

“I'm so proud! She went to school and gave a 45-minute demo of their app and device, just like a professional programmer!” said Deanna about her daughter.

The "Time to Talk" app includes buttons for common phrases such as "yes," "no," and "I need to go to the bathroom," along with an SOS button for emergencies. The buttons are designed to be soft and easy to press, with distinctive colors and shapes for easy recognition. Alana and her team made sure the app was both affordable and accessible, recognizing that many assistive devices are often expensive. They also worked on improving the physical device, experimenting with different materials and mechanisms to make it more user-friendly. One of their most creative solutions was a joystick made from a repurposed metal door stopper and a box. This simple tool allowed users with limited mobility, like Melody, to control the device more easily.


The third prototype was made to be much smaller and lighter.  The students wanted to have an independent emeregency or SOS button that would work even if the Chromebook wasn’t turned on.  They learned how to use an Arduino and along with a bread board, jumper wires, LED lightbulb, and Piezo buzzer created an alarm system that is powered independently with an 8 volt battery.
The third prototype was made to be much smaller and lighter. The students wanted to have an independent emeregency or SOS button that would work even if the Chromebook wasn’t turned on. They learned how to use an Arduino and along with a bread board, jumper wires, LED lightbulb, and Piezo buzzer created an alarm system that is powered independently with an 8 volt battery.

The "Coding for Kindness" project and the "Time to Talk" app are perfect examples of how literature, technology, and empathy can come together to make a difference. This project highlights the potential of young minds to create innovative solutions that address real-world challenges and improve the lives of others. It serves as a reminder that even small acts of kindness, amplified by technology, can have a lasting impact on our communities.




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