Effectiveness of Game-Based Interactive Approach Using Deep Learning Framework for Dyslogia."

Traditional speech therapy approaches have long been considered revolutionary for treating speech disorders. However, as the younger generation becomes increasingly disengaged from these methods, their effectiveness is diminishing. This study identifies the need to revitalize traditional practices by integrating them into virtual environments and incorporating gamification elements. The motivation behind this work is to enhance engagement and improve therapy outcomes by making the process more appealing to children. Our proposed solution involves converting conventional speech therapy exercises into interactive virtual modules that incorporate game-like features to sustain interest and foster a competitive spirit. The method includes developing these virtual modules and testing their effectiveness through user trials. Results indicate a significant increase in engagement and a corresponding improvement in therapy outcomes, suggesting that this approach holds promise for enhancing the effectiveness of speech therapy in the digital age.

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Publication Details

Journal
VFAST Transactions on Software Engineering
Published
2024-08-15
DOI
https://doi.org/10.21015/vtse.v12i3.1863
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Effectiveness of Game-Based Interactive Approach Using Deep Learning Framework for Dyslogia."

Farheen Qazi, Najmaldin Ezaldin Hassan, Erum Mahmood, Sarah Gohar
1 citations
VFAST Transactions on Software Engineering
Educational Games and Gamification
0.79
article

Effectiveness of Game-Based Interactive Approach Using Deep Learning Framework for Dyslogia."

Farheen Qazi, Najmaldin Ezaldin Hassan, Erum Mahmood, Sarah Gohar
article en
1 citations

Abstract

Traditional speech therapy approaches have long been considered revolutionary for treating speech disorders. However, as the younger generation becomes increasingly disengaged from these methods, their effectiveness is diminishing. This study identifies the need to revitalize traditional practices by integrating them into virtual environments and incorporating gamification elements. The motivation behind this work is to enhance engagement and improve therapy outcomes by making the process more appealing to children. Our proposed solution involves converting conventional speech therapy exercises into interactive virtual modules that incorporate game-like features to sustain interest and foster a competitive spirit. The method includes developing these virtual modules and testing their effectiveness through user trials. Results indicate a significant increase in engagement and a corresponding improvement in therapy outcomes, suggesting that this approach holds promise for enhancing the effectiveness of speech therapy in the digital age.

VFAST Transactions on Software EngineeringVol. 12(3)
Sir Syed University of Engineering and Technology (PK)
Openalex Percentile: Top 23%
Educational Games and Gamification
0.79
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