Inicio  /  Applied Sciences  /  Vol: 12 Par: 3 (2022)  /  Artículo
ARTÍCULO
TITULO

To Game or Not to Game? Efficacy of Using Tablet Games in Vocabulary Intervention for Children with DLD

Rob Zwitserlood    
Marjan ter Harmsel    
Johanna Schulting    
Karin Wiefferink and Ellen Gerrits    

Resumen

The adoption of tablets by young children has raised enthusiasm and concern among speech and language pathologists. This study investigated whether tablet games can be used as effectively as real play objects in vocabulary intervention for children with developmental language disorder (DLD). A randomized, controlled non-inferiority trial was conducted with 70 3-year-old children with DLD. The novel intervention group (n = 35) received 12 10-min scripted intervention sessions with symbolic play using a tablet game spread out over 8?9 weeks. The standard intervention group (n = 35) received the same amount of intervention with real objects using the same vocabulary scripts. In each session, children were exposed to 22 target words. The primary outcome was the number of new target words learned. This was measured using a picture selection task including 22 target words and 22 control words at 3 time intervals: before the intervention, immediately post-intervention, and 5 weeks later. In both intervention groups, the children learned significantly more target words than control words. No significant differences in gains between the two intervention conditions were found. This study provides evidence that vocabulary intervention for toddlers with DLD using a tablet game is equally as effective as an intervention using real objects.

 Artículos similares

       
 
Jacek Polechonski, Karolina Kostorz and Piotr Polechonski    
Active virtual reality games (AVRGs) have become more and more popular. As the intensity of this form of physical activity (PA) may be insufficient to achieve health-related benefits, it is worth looking for solutions that increase the intensity of PA. T... ver más
Revista: Applied Sciences

 
Christos Goumopoulos, Emmanouil Drakakis and Dimitris Gklavakis    
The GAME2AWE platform aims to provide a versatile tool for elderly fall prevention through exergames that integrate exercises, and simulate real-world environments and situations to train balance and reaction time using augmented and virtual reality tech... ver más
Revista: Computers

 
Ruth S. Contreras-Espinosa and Jose Luis Eguia-Gomez    
Despite access to reliable information being essential for equal opportunities in our society, current school curricula only include some notions about media literacy in a limited context. Thus, it is necessary to create scenarios for reflection on and a... ver más
Revista: Computers

 
Nikola Lakic, Andrija Bernik and Andrej Cep    
Gacha games are the most dominant games on the mobile market. These are free-to-play games with a lottery-like system, where the user pays with in-game currency to enter a draw in order to obtain the character or item they want. If a player does not obta... ver más
Revista: Information

 
Yusef Savid, Reza Mahmoudi, Rytis Maskeliunas and Robertas Dama?evicius    
Advancements in artificial intelligence are leading researchers to find use cases that were not as straightforward to solve in the past. The use case of simulated autonomous driving has been known as a notoriously difficult task to automate, but advancem... ver más
Revista: Information