Occupational Therapy -> Sensory -> Interoception
Interoception
Interoception refers to the body’s ability to recognize and interpret sensations inside the body. Interoception is used to determine when one needs to use the bathroom, eat a snack or meal, drink water, rest or nap, etc. Examples of signs of challenges in interoceptive processing include the following: difficulty learning to potty train, difficulty determining when one is full, difficulty differentiating between hunger and thirst, and difficulty determining when the body needs a break or rest from physical activity.
Reference links
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Occupational Therapy Interventions For Children and Youth With Challenges In Sensory Integration and Sensory Processing: A School-Based Practice Case Example 0
Author: Gloria Frolek Clark; Renee Watling; L. Diane Parham; Roseann Schaaf - This case demonstrates the use of evidence-based strategies in school-based occupational therapy for a student with ASD and sensory processing difficulties whose occupational therapy evaluation identified specific challenges in the school routine that affected his occupational performance and participation. This case emphasizes the need to implement the following evidence-based evaluation and intervention procedures: - Conduct a comprehensive evaluation that includes screening all areas of occupation, record review, interviews, observations during natural routines, and assessment tool use (when applicable). - Use evaluation findings to hypothesize why participation challenges occur. - Work with the team to identify the student’s needs and create collaborative student IEP goals to address these needs (not therapy-specific goals). - Provide occupational therapy services that reflect the distinct value of occupational therapy in school settings. - Gather frequent quantitative data to determine the effectiveness of the intervention.
research.aota.org
Related Disorder(s)
- Sensory processing disorders - Sensory processing disorder is a condition in which the brain has trouble receiving and responding to information that comes in through the senses.
Goal Bank
- Milo will engage in a tabletop task for 10 minutes to successfully participate in classroom dynamic, with visual and 50% verbal redirection to task, in 4/5 trials. 0