TY - JOUR
T1 - A Longitudinal Evaluation of Tablet-Based Child Speech Therapy with Apraxia World
AU - Hair, Adam
AU - Ballard, Kirrie J.
AU - Markoulli, Constantina
AU - Monroe, Penelope
AU - McKechnie, Jacqueline
AU - Ahmed, Beena
AU - Gutierrez-Osuna, Ricardo
N1 - Funding Information:
This work was made possible by NPRP Grant no. [8-293-2-124] from the Qatar National Research Fund (a member of Qatar Foundation). Authors’ addresses: A. Hair, Department of Computer Science and Engineering, Texas A&M University, 506 H.R. Bright Building, College Station, Texas 77840; email: [email protected]; K. J. Ballard, C. Markoulli, P. Monroe, and J. McK-echnie, Sydney School of Health Sciences, The University of Sydney, S157, C42 – Cumberland Campus, Sydney, NSW 2141, Australia; email: [email protected]; B. Ahmed, School of Electrical Engineering and Telecommunications, University of New South Wales, 444 Electrical Engineering Building, Sydney, NSW 2052, Australia; email: [email protected]; R. Gutierrez-Osuna, Department of Computer Science and Engineering, Texas A&M University, 506 H.R. Bright Building, College Station, Texas 77840; email: [email protected]. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. © 2021 Copyright held by the owner/author(s). Publication rights licensed to ACM. 1936-7228/2021/03-ART3 $15.00 https://doi.org/10.1145/3433607
Publisher Copyright:
© 2021 ACM.
PY - 2021/4
Y1 - 2021/4
N2 - Digital games can make speech therapy exercises more enjoyable for children and increase their motivation during therapy. However, many such games developed to date have not been designed for long-term use. To address this issue, we developed Apraxia World, a speech therapy game specifically intended to be played over extended periods. In this study, we examined pronunciation improvements, child engagement over time, and caregiver and automated pronunciation evaluation accuracy while using our game over a multi-month period. Ten children played Apraxia World at home during two counterbalanced 4-week treatment blocks separated by a 2-week break. In one treatment phase, children received pronunciation feedback from caregivers and in the other treatment phase, utterances were evaluated with an automated framework built into the game. We found that children made therapeutically significant speech improvements while using Apraxia World, and that the game successfully increased engagement during speech therapy practice. Additionally, in offline mispronunciation detection tests, our automated pronunciation evaluation framework outperformed a traditional method based on goodness of pronunciation scoring. Our results suggest that this type of speech therapy game is a valid complement to traditional home practice.
AB - Digital games can make speech therapy exercises more enjoyable for children and increase their motivation during therapy. However, many such games developed to date have not been designed for long-term use. To address this issue, we developed Apraxia World, a speech therapy game specifically intended to be played over extended periods. In this study, we examined pronunciation improvements, child engagement over time, and caregiver and automated pronunciation evaluation accuracy while using our game over a multi-month period. Ten children played Apraxia World at home during two counterbalanced 4-week treatment blocks separated by a 2-week break. In one treatment phase, children received pronunciation feedback from caregivers and in the other treatment phase, utterances were evaluated with an automated framework built into the game. We found that children made therapeutically significant speech improvements while using Apraxia World, and that the game successfully increased engagement during speech therapy practice. Additionally, in offline mispronunciation detection tests, our automated pronunciation evaluation framework outperformed a traditional method based on goodness of pronunciation scoring. Our results suggest that this type of speech therapy game is a valid complement to traditional home practice.
KW - childhood apraxia of speech (CAS)
KW - computer-aided pronunciation training (CAPT)
KW - Games for health
KW - serious games
KW - speech sound disorders (SSDs)
UR - http://www.scopus.com/inward/record.url?scp=85089827539&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/119955fd-9de9-3dd0-b220-508663459f82/
U2 - 10.1145/3433607
DO - 10.1145/3433607
M3 - Article
AN - SCOPUS:85089827539
SN - 1936-7228
VL - 14
SP - 1
EP - 26
JO - ACM Transactions on Accessible Computing
JF - ACM Transactions on Accessible Computing
IS - 1
M1 - 3433607
ER -