41 research outputs found

    Non-game like training benefits spoken foreign-language processing in children with dyslexia

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    Publisher Copyright: Copyright © 2023 Junttila, Smolander, Karhila, Kurimo and Ylinen.Children with dyslexia often face difficulties in learning foreign languages, which is reflected as weaker neural activation. However, digital language-learning applications could support learning-induced plastic changes in the brain. Here we aimed to investigate whether plastic changes occur in children with dyslexia more readily after targeted training with a digital language-learning game or similar training without game-like elements. We used auditory event-related potentials (ERPs), specifically, the mismatch negativity (MMN), to study learning-induced changes in the brain responses. Participants were 24 school-aged Finnish-speaking children with dyslexia and 24 age-matched typically reading control children. They trained English speech sounds and words with “Say it again, kid!” (SIAK) language-learning game for 5 weeks between ERP measurements. During the game, the players explored game boards and produced English words aloud to score stars as feedback from an automatic speech recognizer. To compare the effectiveness of the training type (game vs. non-game), we embedded in the game some non-game levels stripped of all game-like elements. In the dyslexia group, the non-game training increased the MMN amplitude more than the game training, whereas in the control group the game training increased the MMN response more than the non-game training. In the dyslexia group, the MMN increase with the non-game training correlated with phonological awareness: the children with poorer phonological awareness showed a larger increase in the MMN response. Improved neural processing of foreign speech sounds as indicated by the MMN increase suggests that targeted training with a simple application could alleviate some spoken foreign-language learning difficulties that are related to phonological processing in children with dyslexia.Peer reviewe

    The Effects of a Digital Articulatory Game on the Ability to Perceive Speech-Sound Contrasts in Another Language

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    Digital and mobile devices enable easy access to applications for the learning of foreign languages. However, experimental studies on the effectiveness of these applications are scarce. Moreover, it is not understood whether the effects of speech and language training generalize to features that are not trained. To this end, we conducted a four-week intervention that focused on articulatory training and learning of English words in 6-7-year-old Finnish-speaking children who used a digital language-learning game app Pop2talk. An essential part of the app is automatic speech recognition that enables assessing children's utterances and giving instant feedback to the players. The generalization of the effects of such training in English were explored by using discrimination tasks before and after training (or the same period of time in a control group). The stimuli of the discrimination tasks represented phonetic contrasts from two non-trained languages, including Russian sibilant consonants and Mandarin tones. We found some improvement with the Russian sibilant contrast in the gamers but it was not statistically significant. No improvement was observed for the tone contrast for the gaming group. A control group with no training showed no improvement in either contrast. The pattern of results suggests that the game may have improved the perception of non-trained speech sounds in some but not all individuals, yet the effects of motivation and attention span on their performance could not be excluded with the current methods. Children's perceptual skills were linked to their word learning in the control group but not in the gaming group where recurrent exposure enabled learning also for children with poorer perceptual skills. Together, the results demonstrate beneficial effects of learning via a digital application, yet raise a need for further research of individual differences in learning.Peer reviewe

    User Experiences from L2 Children Using a Speech Learning Application : Implications for Developing Speech Training Applications for Children

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    We investigated user experiences from 117 Finnish children aged between 8 and 12 years in a trial of an English language learning programme that used automatic speech recognition (ASR). We used measures that encompassed both affective reactions and questions tapping into the children' sense of pedagogical utility. We also tested their perception of sound quality and compared reactions of game and nongame-based versions of the application. Results showed that children expressed higher affective ratings for the game compared to nongame version of the application. Children also expressed a preference to play with a friend compared to playing alone or playing within a group. They found that assessment of their speech is useful although they did not necessarily enjoy hearing their own voices. The results are discussed in terms of the implications for user interface (UI) design in speech learning applications for children.Peer reviewe

    Common Inflammation-Related Candidate Gene Variants and Acute Kidney Injury in 2647 Critically Ill Finnish Patients

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    Acute kidney injury (AKI) is a syndrome with high incidence among the critically ill. Because the clinical variables and currently used biomarkers have failed to predict the individual susceptibility to AKI, candidate gene variants for the trait have been studied. Studies about genetic predisposition to AKI have been mainly underpowered and of moderate quality. We report the association study of 27 genetic variants in a cohort of Finnish critically ill patients, focusing on the replication of associations detected with variants in genes related to inflammation, cell survival, or circulation. In this prospective, observational Finnish Acute Kidney Injury (FINNAKI) study, 2647 patients without chronic kidney disease were genotyped. We defined AKI according to Kidney Disease: Improving Global Outcomes (KDIGO) criteria. We compared severe AKI (Stages 2 and 3, n = 625) to controls (Stage 0, n = 1582). For genotyping we used iPLEX(TM) Assay (Agena Bioscience). We performed the association analyses with PLINK software, using an additive genetic model in logistic regression. Despite the numerous, although contradictory, studies about association between polymorphisms rs1800629 in TNFA and rs1800896 in IL10 and AKI, we found no association (odds ratios 1.06 (95% CI 0.89-1.28, p = 0.51) and 0.92 (95% CI 0.80-1.05, p = 0.20), respectively). Adjusting for confounders did not change the results. To conclude, we could not confirm the associations reported in previous studies in a cohort of critically ill patients.Peer reviewe
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