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Benefits of Tablet-based Serious Games to Promote Speech Production in Young Children With Hearing Disabilities

Evaluating the Educational Benefits of Tablet-based Serious Games to Promote Speech Production in Instrumented Young Children With Hearing Disabilities

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04454255
Acronym
FunSpeech
Enrollment
13
Registered
2020-07-01
Start date
2020-03-01
Completion date
2022-03-01
Last updated
2023-06-22

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Deafness, Hearing Loss

Keywords

Serious game, Speech development, Speech production, Cochlear implant, Hearing aid, Bone anchored hearing aid

Brief summary

Learning to speak is a major challenge for children with hearing impairments. Nowadays, special devices such as conventional hearing aids, bone-anchored hearing aids (BAHA) or cochlear implants (CI) allow successful rehabilitation of patients with hearing disabilities. To obtain maximum benefit from these technical aids, instrumented hearing impaired children require specific and intensive speech therapy to compensate for speech development delays. In addition, it is also of primary importance that during daily life (e.g., at home, at school) children are provided with sufficient and good quality auditory stimulation. The main goal of this project is to encourage speech production with an edutainment tool that can be used at home and that is adapted to the specific needs of young hearing impaired children. For this purpose, the investigators have recently designed an innovative educational solution: FunSpeech, a tablet-based set of video games that respond exclusively to sound and speech. The aim of this serious game is to encourage hearing impaired children to produce controlled sounds in terms of rhythm, intensity, and pitch. These are the main abilities required for controlled speech production. Finally, this serious game aims to support the parents' key role in the speech learning process by offering an effective solution that is easy to use at home with young children.

Interventions

BEHAVIORALFunSpeech

Weekly sessions of regular speech therapy as regularly performed for the individual participant (one hour, once or twice a week) and parent-supervised home use of a serious game. It will be recommended to use FunSpeech every day, 15 minutes per day.

BEHAVIORALControl

Weekly sessions of regular speech therapy as regularly performed for the individual participant (one hour, once or twice a week).

Sponsors

University of Geneva, Switzerland
CollaboratorOTHER
University Hospital, Geneva
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Intervention model description

Cross-over, repeated-measures, open without masking.

Eligibility

Sex/Gender
ALL
Age
No minimum to 6 Years
Healthy volunteers
No

Inclusion criteria

* Diagnosed with mild to profound hearing loss, * Optimum instrumented hearing (hearing aids, BAHA or CI), * Language development delay confirmed by a speech therapist, * Enough sensorimotor, cognitive and communication skills to play with tablet-based games, * French mother tongue

Exclusion criteria

* Additional impairments which affect language development or the use of FunSpeech (e.g. motor, orofacial, sensory, cognitive), * Refusal of the participant's representative(s) to participate in the study, * Refusal of the participant's representative(s) to participate in a modality of the study, * If the child/participant refuses to collaborate in two measures of language level.

Design outcomes

Primary

MeasureTime frameDescription
Parental inventory (questionnaire) and observation grid of speech production skills completed by the speech therapist.6 monthsQuantitative and qualitative assessments of spoken language level.

Secondary

MeasureTime frameDescription
Game usage (total play time, frequency of play sessions, list of games used, gameplay goals achieved)6 monthsThis data will be gathered via a tracking system implemented in the game and parental interviews (questionnaires).

Other

MeasureTime frameDescription
Ergonomy questionnaire (ease of use) on a seven-point Likert scale (1 = strongly disagree to 7 = strongly agree).6 monthsGame usability
Open interview (issues/concerns about the game)6 monthsAcceptance degree of the game

Countries

Switzerland

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026