2020
DOI: 10.1080/17483107.2020.1834629
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Occupational therapy utilisation of apps in practice in the United States

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Cited by 8 publications
(7 citation statements)
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“…These different use contexts challenge researchers to rethink children's roles in designing and utilising mobile apps as assistive, educational and recreational tools. Although many clinical scholars have examined the effectiveness of technology use and ways to evaluate and select apps as a critical component of educational and clinical decision‐making (Davis‐Cheshire et al., 2020; Gosnell et al., 2011; Olszewski et al., 2022; Shane et al., 2012; Sweeney, 2014), these prior works were primarily driven by the evidence‐based research paradigm, which emphasises robust evaluation outcomes of mobile apps and may neglect app usability without gathering direct input from children. It is critical to recognise that during an experiment and/or efficacy study about apps, children are frequently seen as only a tester with limited to no agency and control to influence research outcomes, rather than being an informant and/or a participatory design partner in user‐centred design research (Könings et al., 2014; Spiel et al., 2019).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…These different use contexts challenge researchers to rethink children's roles in designing and utilising mobile apps as assistive, educational and recreational tools. Although many clinical scholars have examined the effectiveness of technology use and ways to evaluate and select apps as a critical component of educational and clinical decision‐making (Davis‐Cheshire et al., 2020; Gosnell et al., 2011; Olszewski et al., 2022; Shane et al., 2012; Sweeney, 2014), these prior works were primarily driven by the evidence‐based research paradigm, which emphasises robust evaluation outcomes of mobile apps and may neglect app usability without gathering direct input from children. It is critical to recognise that during an experiment and/or efficacy study about apps, children are frequently seen as only a tester with limited to no agency and control to influence research outcomes, rather than being an informant and/or a participatory design partner in user‐centred design research (Könings et al., 2014; Spiel et al., 2019).…”
Section: Discussionmentioning
confidence: 99%
“…Apple iOS and Google Android app stores have been flooded with thousands of mobile applications (apps) for children of different ages. As early as 2012, following the release of the first generation of the Apple iPad, one of the most widely adopted tablets, there were already hundreds of apps designed for children with disabilities, and the number of such apps has multiplied to thousands since then, with countless apps developed and implemented by parents, teachers, therapists and technologists every year (Davis‐Cheshire et al., 2020; Douglas et al., 2012; Ibrahim et al., 2022; Olszewski et al., 2022). Some parents, clinicians and researchers have reported that as more mobile apps are being designed and adopted for children with disabilities, these young people are utilising mobile technology as a learning tool and a communication device (Alper, 2014 2014, 2017; Bornman et al., 2020; Fernandes, 2015; King et al., 2020; Olszewski et al., 2022), which benefits communication and learning.…”
Section: Introductionmentioning
confidence: 99%
“…In the field of physiotherapy, there are feasible gamified apps for children focused on increasing physical activity [ 29 , 46 , 47 ], but there is a dearth of literature that describes or evaluates gamified apps for prescribing individualized exercise programs for children. In the field of occupational therapy, a high uptake in app use has been reported along with a great diversity of apps and their uses, including fine motor skills, activities of daily living, writing, visual motor skills, and play [ 48 , 49 ]. Some of the referenced apps use engaging and fun elements for children; however, gamification is not directly reported on, and these apps are most frequently used as a direct (ie, face-to-face) intervention tool rather than being designed as a home program tool [ 49 ].…”
Section: Discussionmentioning
confidence: 99%
“…In the field of occupational therapy, a high uptake in app use has been reported along with a great diversity of apps and their uses, including fine motor skills, activities of daily living, writing, visual motor skills, and play [ 48 , 49 ]. Some of the referenced apps use engaging and fun elements for children; however, gamification is not directly reported on, and these apps are most frequently used as a direct (ie, face-to-face) intervention tool rather than being designed as a home program tool [ 49 ]. For speech pathology, an abundance of apps for children have been recognized, many with gamification elements; however, in existing apps, there is a predominant focus on articulation and phenology (eg, Articulation Station, Articulate it!, and Articulation Scenes) [ 50 ], not language development.…”
Section: Discussionmentioning
confidence: 99%
“…Recent results show how DAT may positively impact the quality of life and independent living of individuals living with disabilities worldwide ([ 13 ]; Zager [ 14 ]), enhancing communication opportunities, increasing independence, promoting community participation, and improving productivity. Research has demonstrated the effectiveness of DAT across various age groups, particularly among children [ 15 ]. For children, DAT serves additional specific roles, such as educational, social skills training, and adaptive play [ 16 ], supporting occupational choices and opportunities.…”
Section: Introductionmentioning
confidence: 99%