A Novel Gamified Approach for Collecting Speech Data from Young Children with Dysarthria: Feasibility and Positive Engagement Evaluation

Dysarthria is a common and treatable speech problem in children, and computer-assisted speech therapy is a promising way for children's speech therapy. However, data collection poses a significant challenge for computer-assisted therapy, especially when it comes to gathering speech data from young children, particularly those with dysarthria. Finding a better way to collect young children's speech data is, therefore, an urgent need. This paper prompted a gamified speech collection method and carried out an experiment to compare the participation time, error rate, and collection efficiency with the gamified method and with a traditional method where adults are imitated. Moreover, we also explore whether the gamified collection methods increase the children's positive engagement. A feasibility study including 10 children with dysarthria and 10 children without speech problems was conducted. Their participation duration, number of spoken utterances, number of mispronunciation utterances, and a questionnaire about children's engagement attitude were recorded. The findings indicate that the gamified collecting method reduces pronunciation mistake rates in children with dysarthria while also increasing their engagement to participate.

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Publication Details

Published
2024-08-23
DOI
https://doi.org/10.1109/i-create62067.2024.10776229
Citations
1
Primary Topic
Child Development and Digital Technology
Type
article
Field-Weighted Citation Impact
2.10
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article

A Novel Gamified Approach for Collecting Speech Data from Young Children with Dysarthria: Feasibility and Positive Engagement Evaluation

Emilia Barakova, Ting Han, Naixin Liu
1 citations
Child Development and Digital Technology
2.10
article

A Novel Gamified Approach for Collecting Speech Data from Young Children with Dysarthria: Feasibility and Positive Engagement Evaluation

Emilia Barakova, Ting Han, Naixin Liu
article en
1 citations

Abstract

Dysarthria is a common and treatable speech problem in children, and computer-assisted speech therapy is a promising way for children's speech therapy. However, data collection poses a significant challenge for computer-assisted therapy, especially when it comes to gathering speech data from young children, particularly those with dysarthria. Finding a better way to collect young children's speech data is, therefore, an urgent need. This paper prompted a gamified speech collection method and carried out an experiment to compare the participation time, error rate, and collection efficiency with the gamified method and with a traditional method where adults are imitated. Moreover, we also explore whether the gamified collection methods increase the children's positive engagement. A feasibility study including 10 children with dysarthria and 10 children without speech problems was conducted. Their participation duration, number of spoken utterances, number of mispronunciation utterances, and a questionnaire about children's engagement attitude were recorded. The findings indicate that the gamified collecting method reduces pronunciation mistake rates in children with dysarthria while also increasing their engagement to participate.

Shanghai Jiao Tong University (CN), Eindhoven University of Technology (NL)
Openalex Percentile: Top 10%
Child Development and Digital Technology
2.10
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