A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers : a cluster randomised controlled trial (2023)


Glatz, T., Tops, W., Borleffs, E., Richardson, U., Maurits, N., Desoete, A., & Maassen, B. (2023). Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers : a cluster randomised controlled trial. PeerJ, 11, Article e15499. https://doi.org/10.7717/peerj.15499


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatGlatz, Toivo; Tops, Wim; Borleffs, Elisabeth; Richardson, Ulla; Maurits, Natasha; Desoete, Annemie; Maassen, Ben

Lehti tai sarjaPeerJ

eISSN2167-8359

Julkaisuvuosi2023

Ilmestymispäivä31.07.2023

Volyymi11

Artikkelinumeroe15499

KustantajaPeerJ, Ltd.

JulkaisumaaBritannia

Julkaisun kielienglanti

DOIhttps://doi.org/10.7717/peerj.15499

Julkaisun avoin saatavuusAvoimesti saatavilla

Julkaisukanavan avoin saatavuusKokonaan avoin julkaisukanava

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/88628


Tiivistelmä

In this article, we report on a study evaluating the effectiveness of a digital game-based learning (DGBL) tool for beginning readers of Dutch, employing active (math game) and passive (no game) control conditions. This classroom-level randomized controlled trial included 247 first graders from 16 classrooms in the Netherlands and the Dutch-speaking part of Belgium. The intervention consisted of 10 to 15 min of daily playing during school time for a period of up to 7 weeks. Our outcome measures included reading fluency, phonological skills, as well as purpose built in-game proficiency levels to measure written lexical decision and letter speech sound association. After an average of 28 playing sessions, the literacy game improved letter knowledge at a scale generalizable for all children in the classroom compared to the two control conditions. In addition to a small classroom wide benefit in terms of reading fluency, we furthermore discovered that children who scored high on phonological awareness prior to training were more fluent readers after extensive exposure to the reading game. This study is among the first to exploit game generated data for the evaluation of DGBL for literacy interventions.


YSO-asiasanatdysleksiapelillistäminenlukeminenlukutaitooppiminen

Vapaat asiasanatGraphoGame; dyslexia; game-based learning; beginning readers; dynamic assessment


Liittyvät organisaatiot


OKM-raportointiKyllä

VIRTA-lähetysvuosi2023

JUFO-taso1


Viimeisin päivitys 2024-12-10 klo 17:30