ISSN : 2663-2187

FREQUENCY OF DIGITAL GAMES AND PLAY BASED ACTIVITIES USED BY SPEECH AND LANGUAGE THERAPISTS DURING THERAPY SESSIONS

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Syeda Izne Fatima, Saffa Nawaz, Arifa Hafeez, Fahad Masood, Malik Abdul Basit, Anum Ashraf, Dr. Muhammad Sikander Ghayas Khan, Nimra Nawaz
» doi: 10.48047/AFJBS.6.15.2024.9066-9082

Abstract

Introduction: Play-based activities and digital games are crucial in speech therapy, as they boost engagement and motivation in sessions. They offer practical environments to practice and strengthen communication skills and enhance skill generalization with different communication partners. SLPs tailor games to each client, ensuring personalized interventions that foster comprehensive communication skill development across diverse ages and backgrounds. Objective: The aim of this study was to find the frequency of digital games and play based activities used by speech and language therapists during therapy sessions. Methodology: Speech and language pathologists from hospitals, rehabilitation centers, educational institutes and private practices participated in observational cross-sectional survey. 124 SLPs were chosen as the sample size. Responses of speech language pathologists were taken through questionnaire which asked questions about different play based activities and digital games used during therapy sessions. Results: Out of 124 SLP participants, 24.6% prefer digital games while 96.8% prefer manual activities. The most commonly preferred play based activity is pretend play used by 77.41% participants, while the least used play based activity is non directive play that only 13.7% participants preferred. The most preferred digital game is articulation app used by 58.8% participants, while the most least preferred digital game is whack a mole used by only 2.41% out of 124 participants. Conclusion: Most participants preferred using play based activities in comparison to digital games. The most commonly preferred play based activity is pretend play, while the least used play based activity was non directive play. The most preferred digital game was articulation app, while the least preferred digital game was whack a mole.

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