Challenge 2
My dissertation aims to create a digital game in European Portuguese as a means of supporting language therapy for preschool children, both in session and at home. Note that the purpose of this work has been narrowed, from speech and language therapy to language therapy, as a result of further discussions with my advisors, including the therapist.
Speech and language therapy are two separate fields of study, and each subdivides itself into many different areas of intervention, meaning it would not be feasible to aim for a solution that would encompass all areas. According to the American Speech-Language-Hearing Association [1], people with a spoken language disorder (SLD) face challenges in acquiring and using language due to difficulties in comprehension and/or production in any, or multiple, of the 5 domains of language: phonology, morphology, syntax, semantics and pragmatics.
Having little to no prior knowledge about these topics, especially scientifically supported information and data, it is of the utmost importance that preliminary research is conducted about subjects such as:
Spoken language disorders in preschool children;
Different methods used during therapy intervention sessions for preschool children;
Mechanics used in digital games to assist language/speech therapy for preschool children;
Methods used in digital games to best engage preschool children, in order to retain their attention, and enhance the potential for better results;
Methods used in digital games to include the parents of preschool children.
This information will be sourced from scientific literature, such as peer-reviewed studies, and conference papers, but also from conversations with specialists in the field of speech and language therapy for children.
The exploration and understanding of the most relevant studies and theories on these topics, as well as the current context of the problem is, indeed, invaluable. It will be a continuous component of this dissertation, with a heightened focus during the initial stages of the project. This will establish a strong, robust foundation of knowledge, allowing for a deeper understanding of the issues at hand, and, in turn, fuel me with information that can directly be applied to the conceptualization, development, testing and deployment of a possible solution.
The purpose of the game will be to immerse children in a new universe, making therapy not feel like therapy. This will be achieved by delivering intervention exercises as a means of achieving progress in the overall game, for example having to answer correctly to the identification of images to unlock a door and move on to new challenges. There are age-appropriate considerations that need to be taken into account when designing the game, such as the developmental stage of the target audience and how to appeal to them, as explored in Chapter 9 of Digital Storytelling, Tackling Projects for Children [2]. It is, however, yet to be determined if these exercises will encompass all five domains of SLD, or focus on the selection of a few. The Programa de Intervenção em Competências Linguísticas [3] is the only Portuguese-validated program for intervention in the domains of semantics, morphology and syntax, and is currently and habitually used by therapists in sessions. It provides great insight into what types of games and play are employed with preschool children, which will later serve as an inspiration, and moulded to fit a digital game format, used amongst other game mechanics directed towards this age group.
Therefore, this represents an instance of action research, more specifically interactive research, using an interpretive approach. The primary goal is to address a practical issue, specifically the absence of digital game-based resources within the context of Portuguese language therapy for preschool children. This involves taking proactive steps and developing a solution, therefore action research, commencing with a comprehensive and thorough literature review on pertinent subjects to best inform future decision-making for the product. These decisions will be shared with all stakeholders, and their experiences with the product will be assessed, to register, and subsequently analyze, all their input and feedback. If deemed necessary and feasible, adjustments will be made to the product, in order for it to best fit the requirements, perspectives, motivations and expectations of the professional practitioners and the target audience, hence an interpretive approach. This forms a cyclical process, as the product will continually undergo development and improvement phases, thus too, an interactive approach to the development of a solution.
Moreover, considering that the primary objective of this dissertation is not to validate the solution through a case study, but rather to introduce a solution validated by the stakeholders actively engaged in the process, it paves the way for potential future research with an explanatory focus, as other researchers may be interested in assessing the potential impact of my work.
References
[1] Spoken Language Disorders, Publisher: American Speech-Language-Hearing Association. [Online]. Available: https://www.asha.org/practice-portal/clinical-topics/spoken-language-disorders/ (visited on 10/20/2023). [2] C. H. Miller, Digital Storytelling: A Creator’s Guide to Interactive Entertainment. USA: Taylor & Francis, 2004, ISBN: 0-240-80510-0. [3] M. Lousada, M. Ramalho, and C. Marques, Programa de Intervenção em Competências Linguísticas. Universidade de Aveiro, 2015.


















