SATReLO: A tool to support language therapies for children with hearing disabilities using video games
DOI:
https://doi.org/10.17533/udea.redin.20200586Keywords:
video games, speech therapy, educational gamesAbstract
SATReLO is a tool for the creation of customized applications that support language therapy for children with hearing disabilities. These applications consist of video games that replicate therapeutic activities. Video games can motivate children to embrace therapy positively, increasing the time they dedicate towards this therapy, especially at home. SATReLO allows therapists to customize video games according to the needs of each patient and it keeps a record of his or her progress over time. SATReLO contains a software product line, which makes it possible to derive new video games in real time. The process of testing the system, both in terms of functionality and usability, was thorough and allowed many details of its operation to be fine-tuned. Preliminary tests about the impact of the video games in therapeutic process have been very positive.
Downloads
References
C. Perrotta, G. Featherstone, H. Aston, and E. Houghton, “Game-based learning: Latest evidence and future directions,” National Foundation for Educational Research, Slough, England, Tech. Rep., Apr. 2013.
R. Kenny and R. McDaniel, “The role teachers’ expectations and value assessments of video games play in their adopting and integrating them into their classrooms,” British Journal of Educational Technology , vol. 42, no. 2, March 2011. [Online]. Available: https://doi.org/10.1111/j.1467-8535.2009.01007.x
J. Kirriemuir and A. McFarlane, “Literature review in games and learning,” Nesta, London, England, Tech. Rep. hal-00190453, 2004.
A. A. Navarro and et al ., “Talking to teo : Video game supported speech therapy,” Entertainment Computing , vol. 5, no. 4, December 2014. [Online]. Available: https://doi.org/10.1016/j.entcom.2014.10.005
L. Rincón and et al ., “Un videojuego para apoyar la terapia del lenguaje: el caso de la descripción estática,” in IX Congreso Iberoamericano de Tecnología de Apoyo a la Discapacidad (Iberdiscap) , Bogotá, Colombia, 2017, pp. 597–605.
L. Rincón, J. C. Martínez, M. C. Pabón, J. Mogollón, and A. Caballero, “Creating a software product line of mini-games to support language therapy,” in 13 th Colombian Conference on Computing , Cartagena, Colombia, 2018, pp. 418–431.
J. C. Martínez and et al ., “Using software product lines to support language rehabilitation therapies: An experience report,” in ICAI Workshops (ICAIW) , 2018, pp. 1–6.
W. R. Rodríguez, “Herramientas informáticas libres para los desórdenes de la comunicación humana,” Revista Ciencias de la Salud , vol. 13, no. 2, July 03 2015. [Online]. Available: http://dx.doi.org/10.12804/revsalud13.02.2015.14
V. Bernard, N. Sriram, and S. Sapuan, “Enhancing vocal imitations in children with autism using the IBM speech viewer,” Autism , vol. 3, no. 2, 1999. [Online]. Available: https://doi.org/10.1177/1362361399003002004
C. T. Tan, A. Johnston, K. J. Ballard, S. Ferguson, and D. Perera, “sPeAK-MAN: towards popular gameplay for speech therapy,” in 9 th Australasian Conference on Interactive Entertainment , Melbourne, Australia, 2013, pp. 28:1–28:4.
M. A. Garcia and P. C. Santana, “Towards a usable serious game app to support children’s language therapy,” in IX Latin American Conference on Human Computer Interaction , Panama City, Panama, 2019, pp. 1–4.
J. Duval and et al ., “SpokeIt: Building a mobile speech therapy experience,” in 20 th International Conference on Human - Computer Interaction with Mobile Devices and Services , Barcelona, Spain, 2018, pp. 50:1–50:12.
C. T. Tan, A. Johnston, A. Bluff, S. Ferguson, and K. J. Ballard, “Speech invaders and yak-man: Retrogames for speech therapy,” in SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications , Shenzhen, China, 2014, pp. 24:1–24:1.
C. O’Bryan, A. Parvez, and D. Pawluk, “An interactive play mat for deaf-blind infants,” in 14 th International ACM SIGACCESS Conference on Computers and Accessibility , Boulder, Colorado, USA, 2012, pp. 239–240.
H. C. Wauck, “Game features and individual differences: What makes a spatial skill training video game effective?” in 22 nd International Conference on Intelligent User Interfaces Companion , Limassol, Cyprus, 2017, pp. 197–200.
E. Albassam and H. Gomaa, “Applying software product lines to multiplatform video games,” in 3 rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive,ProgressiveChange(GAS) ,SanFrancisco,CA,USA,2013,pp. 1–7.
L. M. Nascimento, E. Santana, and S. R. de Lemos, “A case study in software product lines - the case of the mobile game domain,” in 34 th Euromicro Conference , Parma, Italy, 2008, pp. 43–50.
B. H. Neto, L. A. Fernandes, C. M. Lima, and J. Moreira, “Developing digital games through software reuse,” Journal of Information Processing Systems , vol. 6, no. 2, June 2010. [Online]. Available: https://doi.org/10.3745/JIPS.2010.6.2.219
J. Soriano, I. Pérez, and A. B. Domínguez, “Evaluación del uso de estrategias sintácticas en lectura por alumnos sordos con y sin implante coclear,” Revista de Logopedia, Foniatría y Audiología , vol. 26, no. 2, Abril 2006. [Online]. Available: https://doi.org/10.1016/S0214-4603(06)70105-X
D. Pollack, D. M. Goldberg, and N. Caleffe, Educational audiology for the limited-hearing infant and preschooler: An Auditory-Verbal Program , 2nd ed. Charlottesville, USA: Charles C. Thomas Publisher, 1997.
M. F. Hinojosa, “Procesos de adquisición de la lengua escrita en población infantil con pérdida auditiva,” Ph.D. dissertation, Universidad Complutense de Madrid, Madrid, Spain, 2016.
K. Pohl, G. Böckle, and F. J. van Der Linden, Software Product Line Engineering: Foundations, Principles andTechniques . NewYork, USA: Springer-Verlag, 2005.
P. Clements and L. M. Northrop, Software Product Lines: Practices and Patterns , 1st ed. Boston, USA: Addison-Wesley Professional, 2001.
S. Apel, D. Batory, C. Kästner, and G. Saake, Feature-Oriented Software Product Lines: Concepts and Implementation . Berlin, Germany: Springer Science & Business Media, 2013.
T. Berger and et al ., “What is a feature?: A qualitative study of features in industrial software product lines,” in 19 th International Conference on Software Product Line , New York, NY, USA, 2015, pp. 16–25.
J. White and et al ., “Automated diagnosis of feature model configurations,” Journal of Systems and Software , vol. 83, no. 7, July 2010. [Online]. Available: https://doi.org/10.1016/j.jss.2010.02.017
J. Nielsen, Usability Engineering . San Francisco, CA, USA: Morgan Kaufmann Publishers Inc., 1993.
K. Pernice and J. Nielsen, “Usability guidelines for accessible web design based on usability studies with people using assistive technology,” Nielsen Norman Group, Fremont, CA, USA, Tech. Rep., 2001.
(2005) Introduction to Model/View/ViewModel pattern for building WPF apps. Microsoft. Accessed Oct. 2019. [Online]. Available: https://bit.ly/3cK9Mjl
p5 * js.AccessedOct.2019.[Online].Available: https://bit.ly/30lM2PG
M. Sierra, M. C. Pabón, L. Rincón, A. Navarro, and D. Linares, “A comparative analysis of game engines to develop core assets for a software product line of mini-games,” in Reuse in the Big Data Era , Cham, Germany, 2019, pp. 64–74.
M. Sierra, J. C. Martínez, G. Alvarez, and D. Linares, “Un videojuego para apoyar la terapia del lenguaje en niños con discapacidad auditiva. el caso de la descripción dinámica,” in CoTH 2019 - Workshop on Computing and Technology in Health , Cali, Colombia, 2019.
I. do Carmo, J. D. McGregor, and E. Santana, “Strategies for testing products in software product lines,” SIGSOFT Softw. Eng. Notes , vol. 37, no. 6, November 2012. [Online]. Available: https://doi.org/10.1145/2382756.2382783
A. Tevanlinna, J. Taina, and R. Kauppinen, “Product family testing: A survey,” SIGSOFT Softw. Eng. Notes , vol. 29, no. 2, March 2004. [Online]. Available: https://doi.org/10.1145/979743.979766
H. Hartmann, F. van der Linden, and J. Bosch, “Risk based testing for software product line engineering,” in 18 th International Software Product Line Conference , Florence, Italy, 2014, p. 227–231.
Published
How to Cite
Issue
Section
License
Copyright (c) 2021 Revista Facultad de Ingeniería Universidad de Antioquia
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Revista Facultad de Ingeniería, Universidad de Antioquia is licensed under the Creative Commons Attribution BY-NC-SA 4.0 license. https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en
You are free to:
Share — copy and redistribute the material in any medium or format
Adapt — remix, transform, and build upon the material
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
NonCommercial — You may not use the material for commercial purposes.
ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
The material published in the journal can be distributed, copied and exhibited by third parties if the respective credits are given to the journal. No commercial benefit can be obtained and derivative works must be under the same license terms as the original work.