The adoption of tablets by young children has raised enthusiasm and concern among speech and language pathologists. This study investigated whether tablet games can be used as effectively as real play objects in vocabulary intervention for children with developmental language disorder (DLD). A randomized, controlled non-inferiority trial was conducted with 70 3-year-old children with DLD. The novel intervention group (n = 35) received 12 10-min scripted intervention sessions with symbolic play using a tablet game spread out over 8–9 weeks. The standard intervention group (n = 35) received the same amount of intervention with real objects using the same vocabulary scripts. In each session, children were exposed to 22 target words. The primary outcome was the number of new target words learned. This was measured using a picture selection task including 22 target words and 22 control words at 3 time intervals: before the intervention, immediately post-intervention, and 5 weeks later. In both intervention groups, the children learned significantly more target words than control words. No significant differences in gains between the two intervention conditions were found. This study provides evidence that vocabulary intervention for toddlers with DLD using a tablet game is equally as effective as an intervention using real objects.
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Met de komst van de tablet in de logopedische behandeling zijn nieuwe mogelijkheden ontstaan om therapie voor kinderen met taalontwikkelingsstoornissen (TOS) vorm te geven. Logopedisten hebben echter veel vragen over het gebruik van tabletgames. Hoe kun je tabletgames zinvol inzetten? Gaat het gamen niet ten koste van de interactie? Hoe kan ik voorkomen dat het kind zich alleen op het beeldscherm focust?In 2015 heeft het lectoraat Logopedie, Participatie door Communicatie van de Hogeschool Utrecht met verschillende instellingen een consortium gevormd dat vragen uit de praktijk omtrent het inzetten van tabletgames in taaltherapie heeft gebundeld en vertaald naar onderzoeksvragen. Tot het consortium behoren Hanzehogeschool Groningen, de Koninklijke Auris Groep, Koninklijke Kentalis, NSDSK, Pento en de Nederlandse Vereniging voor Logopedie en Foniatrie (NVLF). Uit deze samenwerking is het project ‘DigiTaal - Taal leren met tabletgames’ ontstaan. In dit project zijn drie deelstudies uitgevoerd naar de toepasbaarheid van tabletgames in taaltherapie bij jonge kinderen met een TOS.
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Zeventien dagen na de Olympische Spelen vonden in Rio de Janeiro de Paralympische Spelen plaats. Rio had met betrekking tot de Paralympische Spelen voor het bid een concept ontwikkeld rondom het thema 'Live your Passion'. Daarbij zouden de Paralympische Spelen gebruikt worden om economische, stedelijke en sociale ontwikkeling in Brazilië te stimuleren. Het plan maakte deel uit van de visie van de Braziliaanse regering om te investeren in sport als katalysator voor sociale integratie. De intentie was om de Paralympische Spelen te gebruiken om een meer inclusieve samenleving te creëren. Dit hoofdstuk beschrijft de Paralympische Spelen en de investeringen die daarmee gepaard gingen, de beleving van het publiek bij de Spelen die uiteindelijk tot ‘The People’s Games’ werden gedoopt en uitzonderlijke atletische prestaties tijdens ‘The Best Games ever’. Tot slot wordt de legacy, de nalatenschap, met betrekking tot het vergroten van de toegankelijkheid voor mensen met een beperking beschreven.
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Boekbespeking van Sherrie Turkle, 2011, Alone Together: Why We Expect More from Technology and Less from Each Other. New York: Basic Books. Mails, sms’jes, instant messages, tweets, Skype, voicemails, Facebookberichten – via smartphones en andere apparaten zijn we vrijwel non-stop in contact met vrienden en anderen. Via chatboxen en games ontmoeten we nieuwe vrienden en voor wie graag nog meer contact wil zijn er de elektronische apparaten die graag met ons willen praten. In Amerikaanse verzorgingshuizen kletsen sociable robots lekker aan tegen demente bejaarden. Het Japanse hotel Ohnoya biedt tweepersoonskamers aan voor alleenstaande mannen en hun digitale vriendin, inclusief dubbel gedekte dinertafels. In Nederland (en elders) speelden kinderen reeds eind jaren negentig met robothuisdieren als Furby en Tamagotchi, en laat de nieuwste iPhone-knuffel Talking Carl na een aai over zijn buikje graag merken hoezeer hij is gesteld op zijn relatie met jou.
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Introduction: Success of e-health relies on the extent to which the related technology, such as the electronic device, is accepted by its users. However, there has been limited research on the patients’ perspective on use of e-health-related technology in rehabilitation care. Objective: To explore the usage of common electronic devices among rehabilitation patients with access to email and investigate their preferences regarding their usage in rehabilitation. Methods: Adult patients who were admitted for inpatient and/or outpatient rehabilitation and were registered with an email address were invited to complete an electronic questionnaire regarding current and preferred use of information and communication technologies in rehabilitation care. Results: 190 out of 714 invited patients completed the questionnaire, 94 (49%) female, mean age 49 years (SD 16). 149 patients (78%) used one or more devices every day, with the most frequently used devices were: PC/laptop (93%), smartphone (57%) and tablet (47%). Patients mostly preferred to use technology for contact with health professionals (mean 3.15, SD 0.79), followed by access to their personal record (mean 3.09, SD 0.78) and scheduling appointments with health professionals (mean 3.07, SD 0.85). Conclusion: Most patients in rehabilitation used one or more devices almost every day and wish to use these devices in rehabilitation. https://doi.org/10.1080/17483107.2017.1358302
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Het doel van deze handreiking is om logopedisten te ondersteunen bij het Samen Gamen, het toepassen van tabletgames in taaltherapie met jonge kinderen. We geven aanbevelingen over hoe je tabletgames op een juiste manier kunt inzetten om de communicatie en interactie tijdens het Samen Gamen te optimaliseren. Om tot deze aanbevelingen te komen is binnen het project DigiTaal onderzoek gedaan naar de verschillen in de interactie en communicatie tussen kind en logopedist tijdens taaltherapie met tabletgames en tijdens taaltherapie met traditioneel materiaal. Daarnaast hebben logopedisten onder begeleiding van een video-interactiebegeleider aan de hand van gemaakte videobeelden positieve interactiemomenten tijdens gamen geïdentificeerd en besproken. De logopedisten hebben geleerd om deze interactiemomenten vervolgens zelf te herkennen en uit te bouwen, waardoor hun expertise over Samen Gamen is vergroot. De opbrengst aan best practices hebben wij vertaald naar aanbevelingen voor logopedisten.
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Rapport in opdracht van de gemeente Groningen. Aanleiding voor het schrijven van dit rapport is dat de gemeente Groningen graag wil weten hoe ze met het gebruik van open data het (openbaar) vervoer voor studenten in en naar de stad Groningen kunnen verbeteren. Het onderzoek richtte zich daarom op studenten. In het advies wordt genoemd dat:* Om de studenten van dienst te zijn kan men een applicatie voor smartphone en tablet of een mobiele website ontwikkelen. * Unique selling point is een applicatie waarmee men in één applicatie alle informatie heeft. * Persoonlijk hulpmiddel door een applicatie te laten instellen op persoonlijke voorkeur/routes * Informatie over de drukte in trein ligt bij de Provincie Groningen. * Ontbrekende data over het fietsverkeer kan men verkrijgen met telpunten van de gemeente. This (research) activity is a pilot of Opening Up and has been co-funded by the Interreg IVB North Sea Region Programme
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The current study investigated how individual differences among children affect the added value of social robots for teaching second language (L2) vocabulary to young children. Specifically, we investigated the moderating role of three individual child characteristics deemed relevant for language learning: first language (L1) vocabulary knowledge, phonological memory, and selective attention. We expected children low in these abilities to particularly benefit from being assisted by a robot in a vocabulary training. An L2 English vocabulary training intervention consisting of seven sessions was administered to 193 monolingual Dutch five-year-old children over a three- to four-week period. Children were randomly assigned to one of three experimental conditions: 1) a tablet only, 2) a tablet and a robot that used deictic (pointing) gestures (the no-iconic-gestures condition), or 3) a tablet and a robot that used both deictic and iconic gestures (i.e., gestures depicting the target word; the iconic-gestures condition). There also was a control condition in which children did not receive a vocabulary training, but played dancing games with the robot. L2 word knowledge was measured directly after the training and two to four weeks later. In these post-tests, children in the experimental conditions outperformed children in the control condition on word knowledge, but there were no differences between the three experimental conditions. Several moderation effects were found. The robot's presence particularly benefited children with larger L1 vocabularies or poorer phonological memory, while children with smaller L1 vocabularies or better phonological memory performed better in the tablet-only condition. Children with larger L1 vocabularies and better phonological memory performed better in the no-iconic-gestures condition than in the iconic-gestures condition, while children with better selective attention performed better in the iconic-gestures condition than the no-iconic-gestures condition. Together, the results showed that the effects of the robot and its gestures differ across children, which should be taken into account when designing and evaluating robot-assisted L2 teaching interventions.
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Background: The Turkish translation of the Dutch Talking Touch Screen Questionnaire (TTSQ) has been developed to help physical therapy patients with a Turkish background in the Netherlands to autonomously elucidate their health problems and impairments and set treatment goals, regardless of their level of health literacy. Objective: The aim of this study was to evaluate the usability of the Turkish TTSQ for physical therapy patients with a Turkish background with diverse levels of health literacy and experience in using mobile technology. Methods: The qualitative Three-Step Test-Interview method was carried out to gain insight into the usability of the Turkish TTSQ. A total of 10 physical therapy patients participated. The interview data were analyzed using a thematic content analysis approach aimed at determining the accuracy and completeness with which participants completed the questionnaire (effectiveness), the time it took participants to complete the questionnaire (efficiency), and the extent to which the participants were satisfied with the ease of use of the questionnaire (satisfaction). The problems encountered by the participants in this study were given a severity rating, which was used to provide a rough estimate of the need for additional usability improvements. Results: No participant in this study was able to complete the questionnaire without encountering at least one usability problem. A total of 17 different kinds of problems were found. On the basis of their severity score, 3 problems that should be addressed during future development of the tool were “Not using the navigation function of the photo gallery in Question 4 causing the participant to not see all presented response items;” “Touching the text underneath a photo in Question 4 to select an activity instead of touching the photo itself, causing the activity not to be selected;” and “Pushing too hard or tapping too softly on the touch screen causing the touch screen to not respond.” The data on efficiency within this study were not valid and are, therefore, not reported in this study. No participant was completely satisfied or dissatisfied with the overall ease of use of the Turkish TTSQ. Two participants with no prior experience of using tablet computers felt that, regardless of what kinds of improvement might be made, it would just be too difficult for them to learn to work with the device. Conclusions: As with the Dutch TTSQ, the Turkish TTSQ needs improvement before it can be released. The results of this study confirm the conclusion of the Dutch TTSQ study that participants with low levels of education and little experience in using mobile technology are less able to operate the TTSQ effectively. Using a Dutch speaking interviewer and Turkish interpreter has had a negative effect on data collection in this study.
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