| Literature DB >> 35338751 |
Mario Ganzeboom1,2, Marjoke Bakker2,3, Lilian Beijer4,5, Helmer Strik1,2,6, Toni Rietveld1.
Abstract
BACKGROUND: The increasing need for speech therapy due to our ageing population raises the demand on therapeutical resources. To meet this demand, innovative delivery of speech training is required. eHealth applications may provide a solution, as intensified and prolonged training is only possible and affordable in patients' home environment. AIMS: This study explores the effects on speech intelligibility of game-based speech training that provides automatic feedback on loudness, pitch and pronunciation. Additionally, we investigate how satisfied patients are with the game-based speech training and how they experience the automatic feedback. Furthermore, patients' preferences for game-based speech training compared with face-to-face training are explored. METHODS AND PROCEDURES: Eight adult dysarthric speakers with Parkinson's disease (PD) completed a 4-week game-based speech training in their home environment. For each speaker, 24 speech utterances were audio recorded 4 weeks before (T1), immediately before (T2) and immediately after (T3) the training. All speech samples were rated on speech intelligibility by 10 untrained listeners, by comparing them with the corresponding utterances realized by a healthy speaker. Changes over time were analysed using a linear mixed-effects analysis. Patient satisfaction with the game and the automatic feedback was assessed using a questionnaire. The preferences of patients were collected using a paired comparisons procedure in which the patients were asked whether they would prefer game-based or face-to-face speech training in four hypothetical scenarios with different hypothesized levels of speech improvement. OUTCOMES ANDEntities:
Keywords: dysarthria; eHealth; efficacy study; serious gaming; speech intelligibility; speech training
Mesh:
Year: 2022 PMID: 35338751 PMCID: PMC9543756 DOI: 10.1111/1460-6984.12722
Source DB: PubMed Journal: Int J Lang Commun Disord ISSN: 1368-2822 Impact factor: 2.909
FIGURE 1Screenshots of the game: (a) ‘speak louder’ (Dutch: Spreek luider) notification in red including the green circle showing to what extent the view on the playing field can grow when speaking louder; and (b) the initial screen of the pronunciation exercise with, at the centre, the sentence to speak aloud: ‘Bread for the ducks’ (Brood voor de eenden) and the red button at the bottom to start and stop recording the exercise [Colour figure can be viewed at wileyonlinelibrary.com]
FIGURE 2The repeated measures design used to study the effects of the game intervention (w = weeks). T2 and T3 were the speech pre‐ and post‐tests [Colour figure can be viewed at wileyonlinelibrary.com]
Participant self‐reported characteristics
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| p1 | Male | 73 | 4.5 | Little | Large | A lot |
| p2 | Male | 56 | 8.0 | None | Large | None |
| p3 | Male | 60 | 4.5 | None | Large | Considerable |
| p4 | Male | 63 | 5.0 | None | Large | A lot |
| p5 | Female | 53 | 9.0 | None | Large | A lot |
| p6 | Male | 75 | 2.0 | Severe | Large | Considerable |
| p7 | Female | 67 | 3.0 | None | Large | Considerable |
| p8 | Female | 62 | 3.0 | Little | Large | A lot |
All participants experience dysarthria due to PD. Levodopa medication is also used by all, except for participants 5 and 6. Options for the participants’ own perceived limitations on mobility around the home environment were ‘none’, ‘little’ or ‘severe’. Options for the perceived impact on their daily communication were ‘none’, ‘little’ and ‘large’. Options for the assessment of computer skills were ‘a lot’, ‘considerable’, ‘little’, ‘hardly’ and ‘none’.
FIGURE 3Example of a scenario in the preference task. The participant had to choose between a game‐based intervention with strong hypothetical improvement (++) and a face‐to‐face‐based intervention with slight hypothetical improvement (+–). Scenarios were rated from –3 (a strong preference for the left option) to 3 (a strong preference for the right option) [Colour figure can be viewed at wileyonlinelibrary.com]
Results of the REML procedure on the intelligibility scores
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| Speaker | 49.77 | 7, 529 | < 0.01 | 0.397 |
| Time | 9.655 | 2, 529 | < 0.01 | 0.070 |
| Speaker × Time | 8.528 | 14, 529 | < 0.01 | 0.062 |
FIGURE 4Estimated marginal means of intelligibility scores per speaker per time point. [Colour figure can be viewed at wileyonlinelibrary.com]
Note: Ratings are on a scale of 0–5. The graph is zoomed in on the y‐axis
Results of the paired comparisons of intelligibility ratings carried out with the emmeans R‐procedure
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| T1–T2 | 0.104 | 0.0504 | 529 | 2.065 | 0.0982 |
| T1–T3 | 0.311 | 0.0504 | 529 | 6.184 | < 0.0001 |
| T2–T3 | 0.207 | 0.0504 | 529 | 4.119 | 0.0001 |
User satisfaction ratings per participant
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| p1 | 8 | 8 | 8 | 9 |
| p2 | 6 | 5 | 8 | 7 |
| p3 | 7 | 7 | 7 | 7 |
| p4 | 7 | 7 | 8 | 7 |
| p5 | 9 | 9 | 8 | 9 |
| p6 | 7 | 7 | 6 | 6 |
| p7 | 9 | 9 | 9 | 7 |
| p8 | 7 | 6 | 8 | 6 |
| Average per dimension | 7.50 | 7.25 | 7.75 | 7.25 |
Ratings on four dimensions: satisfaction with the Interface, Ease of use, game's Attractiveness and Overall rating of the gaming experience. A 10‐point scale was used, in which 6 is considered ‘sufficient’.
Preference ratings per participant comparing game‐based speech training (G) with face‐to‐face speech training with a therapist (F). The hypothetical outcomes of the therapy are marked as strong (++) or slight (+–) improvement
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| p1 | 2 | 2 | 3 | –2 | 1.25 |
| p2 | –3 | –3 | 3 | –3 | –1.50 |
| p3 | 1 | 1 | 2 | –2 | 0.50 |
| p4 | 3 | 3 | 3 | –2 | 1.75 |
| p5 | –3 | –2 | 2 | –3 | –1.50 |
| p6 | 3 | –2 | 3 | –3 | 0.25 |
| p7 | 3 | 3 | 3 | –3 | 1.50 |
| p8 | 2 | –2 | 2 | –3 | –0.25 |
Note: Ratings range from –3 to 3, with positive values indicating a preference for game‐based speech training over face‐to‐face speech training with a therapist.