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SWITCH!: Therapy Board Game Targeting Expressive Modality

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Title: SWITCH!: Therapy Board Game Targeting Expressive Modality


1
SWITCH! Therapy Board Game Targeting Expressive
Modality Switching in Aphasia Krystal Peralta,
MS and Marjorie Nicholas, PhD
How to Play
Board Game Development
Abstract
  • SWITCH! provides a structured interaction
    between two communication partners by having them
    take turns in expressing a particular message.
    Four color-coded modality cards may be
    implemented to visually enforce the act of
    switching. These include visual prompts to
    gesture, draw or write, speak, or use an
    alternative communication device (if
    appropriate).

Generalization of trained communication
modalities (e.g speaking, writing, drawing, using
a communication book) is one of the ultimate
objectives in aphasia therapy. Several
researchers have purported that in order to
achieve this goal, isolated training of each
modality is not sufficient for successful
carryover. In fact, a range of executive
functions are necessary for functional use of
multi-modal communication in the community
setting and therefore must be considered when
implementing functionally based speech-language
therapy. The SWITCH! aphasia therapy board game
specifically targets cognitive flexibility by
having the individual with aphasia engage in an
interactive game that requires multimodality
expression.
  • When developing the game board, pieces, and
    target stimuli, the following were considered
  • Target stimuli all target items should be able
    to be easily communicated across multiple
    modalities and also be functional for many
    individuals.
  • Fine motor abilities developing game pieces
    and target cards that can be manipulated by
    clients with decreased fine motor abilities.
  • Aesthetics color scheme and lines should not
    be visually distracting.

Modality Queue
Sample stimulus cards
  • Each player selects a set of modality cards
    based on their expressive capabilities and places
    them in a modality queue (see above). A Modality
    card is turned over when the player has attempted
    to convey a particular message.
  • 36 single unit target stimulus items are
    displayed on playing cards that include pictures
    of objects (e.g. comb, car, book), people and
    animals (e.g. boy, girl, dog), and descriptors
    (e.g. angry, married, small). For each turn, a
    player communicates a target item while the other
    guesses.

Introduction and Background
  • SWITCH! was developed under the hypothesis that
    many individuals with aphasia may have decreased
    abilities in executive functioning which
    negatively impact successful carryover of learned
    communication skills. Executive functioning
    skills may include initiating, planning, as well
    as monitoring communicative attempts and feedback
    in order to determine whether the message was
    understood In addition. Like impaired linguistic
    processes, impaired executive functioning
    functions can also be treated in the clinical
    setting.. This has spurred several researchers
    into exploring executive functioning treatment in
    aphasia.
  • SWITCH! primarily targets cognitive
    flexibility, an important executive function
    necessary for individuals to switch to another
    communication modality in order to repair a
    failed communication attempt.
  • The board game allows the client to take a
    journey through the brain and practice
    multi-modal communication in an interactive game
    format. Candidates are clients that use at least
    more than one modality for communication.

Sample response card
  • If the players communicative attempt fails,
    the expectation is that he/she will switch to
    another modality in order to repair the failure.
    If the player fails to switch after their
    communication partner provides verbal (I dont
    understand) or nonverbal feedback (head shake), a
    bell will then be used to explicitly signal that
    the attempt has failed.
  • The act of switching to another modality,
    despite the possibility of leading to another
    failed communicative attempt, is still rewarded
    by having the player move an extra space for each
    switch on the game board.
  • Two playing levels
  • Beginner Level the player is expected to
    express the target item using all modalities on
    the queue, before their partner guesses.
  • Pro Level the player may use any modality to
    express the target item, and is expected to
    switch when their attempt has failed. The object
    of the game is to reach the last space and be
    titled Switch Master.

Clinical Observation Trials
  • Clinical trial use of SWITCH is ongoing in two
    Boston area clinics with people who have aphasia
  • Modifications to the game rules and stimuli
    will be made after these trials are complete

ASHA Convention, Boston MA November 2007
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