Evidence map›Paper›PMID 37703113›Full record

ArticleCoDAS2023

Efficacy in the use of gamification strategy in phonological therapy.

Thalia Freitas da Silva, Grazielly Carolyne Fabbro Ribeiro, Cássio Eduardo Esperandino da Silva, Mayara Ferreira de Assis, Henrique Dezani, Larissa Cristina Berti

Open access · diamondAbstract read
In one paragraph

Article in CoDAS, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed, 1 pooled it
1.7field-weighted citation impact, top 15% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 1 synthesis or guideline pooled it, 4 citations in OpenAlex.

  1. Pooled it
  2. Trial
  3. Review
  4. Observational
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 2 institutions in 1 country.

Thalia Freitas da SilvaDepartamento Fonoaudiologia, Faculdade de Filosofia e Ciências, Universidade Estadual Paulista "Júlio de Mesquita Filho" - UNESP - Marília (SP), Brasil.ORCID http://orcid.org/0000-0002-7720-7929
Grazielly Carolyne Fabbro RibeiroDepartamento Fonoaudiologia, Faculdade de Filosofia e Ciências, Universidade Estadual Paulista "Júlio de Mesquita Filho" - UNESP - Marília (SP), Brasil.ORCID http://orcid.org/0000-0003-2598-0634
Cássio Eduardo Esperandino da SilvaDepartamento Fonoaudiologia, Faculdade de Filosofia e Ciências, Universidade Estadual Paulista "Júlio de Mesquita Filho" - UNESP - Marília (SP), Brasil.ORCID http://orcid.org/0000-0002-2210-6741
Mayara Ferreira de AssisDepartamento Fonoaudiologia, Faculdade de Filosofia e Ciências, Universidade Estadual Paulista "Júlio de Mesquita Filho" - UNESP - Marília (SP), Brasil.ORCID http://orcid.org/0000-0002-6372-7229
Henrique DezaniDepartamento Ciência da Computação, Faculdade de Tecnologia - FATEC - São José do Rio Preto (SP), Brasil.ORCID http://orcid.org/0000-0002-6938-9558
Larissa Cristina BertiDepartamento Fonoaudiologia, Faculdade de Filosofia e Ciências, Universidade Estadual Paulista "Júlio de Mesquita Filho" - UNESP - Marília (SP), Brasil.ORCID http://orcid.org/0000-0002-4144-2804
Universidade Estadual Paulista (Unesp) · BRFaculdade de Tecnologia e Ciências · BR

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

purposeto compare the efficacies of traditional phonological therapy and phonology associated with the gamification strategy in children with Phonological Disorder (PD).

methodsten individuals with PD participated who showed the process of replacing liquids. They were randomized into two groups: traditional phonological therapy (control group - CG) and phonological therapy associated with a gamification strategy mediated by computer (gamification group - GG). The phonological intervention comprised, for both groups, stages of speech perception and production. Interventions differed in the perception stage, in which the GG was submitted to the game with gamification strategies. At the end of each session, individuals speech production (% of correct answers) were registered for each therapeutic stage, based on target words and sounding words. For analysis the following were considered: The individuals mean of correct answers for each therapeutic stage; PCC-R value (percentage of correct consonants) pre and post therapy; beyond of the number of sessions used to reach 85% of correct production.

resultsthere was no statistical difference between the types of intervention considering the average of correct answers of the productions and the number of sessions. There was a significant effect for pre- and post-therapy conditions in the comparison PCC-R values ​​for both models. The individuals in the GC had the PCC-R values higher than those of GG.

conclusionboth models of intervention present similar results, providing an improvement in the individuals phonological performance from the first session.

Indexed as

GamificationSpeech PerceptionChildHumansLinguisticsSpeechSpeech Therapy

Identifiers

PMID37703113
PMCPMC10547138
OpenAlexW4386542962

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.