← All guide topics

Sessions & data collection

A session is one therapy meeting. Each student gets a panel with their own goal — mixed groups are the norm, not an edge case — and every attempt you score is a trial: outcome, cue level, teach/probe mode, the stimulus word, and a timestamp, all in one tap.

The scoring pad

Six ways to measure

Each goal picks its data type, and every report downstream speaks that unit:

ModeFor
Trial accuracyarticulation, most language goals
Frequency countfluency (%SS), behavior tallies
Durationsustained phonation, on-task time
Interval recordingattention and behavior sampling (with a beep/vibrate cue)
Rating scalevoice quality, pragmatics rubrics
Task analysismulti-step checklists

Reduction goals (where a LOWER number is success) are handled correctly — the app never marks a child “mastered” for getting worse.

Beat the Monster

The first data-generating game: from a student’s ⋮ menu, the drill becomes a comic monster fight. The word comes from a goal-matched deck; the student says it; you judge — a correct word lands a BAM! (the monster shakes and loses power), an approximation glances, a miss gets BLOCKED! — and every judged turn records a real trial with the same outcome, cue level, and stimulus a plain drill would. Ten clean hits win, with a fanfare. There’s deliberately no error sound: a game must never make a child dread the tone. After a victory, the game asks how it was — real reactions and ideas reorder what gets built next.

Ending a session

End session stamps the duration, drafts each student’s note from the data, and shows the summary. Signing a note locks it — corrections from then on are addenda, which is what an audit-safe record looks like.

Run the session — the paperwork writes itself. Try SLP UnMute free for 7 days