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dc.contributor.authorGlatz, Toivo
dc.contributor.authorTops, Wim
dc.contributor.authorBorleffs, Elisabeth
dc.contributor.authorRichardson, Ulla
dc.contributor.authorMaurits, Natasha
dc.contributor.authorDesoete, Annemie
dc.contributor.authorMaassen, Ben
dc.date.accessioned2023-08-22T07:16:51Z
dc.date.available2023-08-22T07:16:51Z
dc.date.issued2023
dc.identifier.citationGlatz, 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. <i>PeerJ</i>, <i>11</i>, Article e15499. <a href="https://doi.org/10.7717/peerj.15499" target="_blank">https://doi.org/10.7717/peerj.15499</a>
dc.identifier.otherCONVID_184075765
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/88628
dc.description.abstractIn 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.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherPeerJ, Ltd.
dc.relation.ispartofseriesPeerJ
dc.rightsCC BY 4.0
dc.subject.otherGraphoGame
dc.subject.otherdyslexia
dc.subject.othergame-based learning
dc.subject.otherbeginning readers
dc.subject.otherdynamic assessment
dc.titleDynamic assessment of the effectiveness of digital game-based literacy training in beginning readers : a cluster randomised controlled trial
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202308224725
dc.contributor.laitosSoveltavan kielentutkimuksen keskusfi
dc.contributor.laitosCentre for Applied Language Studiesen
dc.contributor.oppiaineSoveltava kielentutkimusfi
dc.contributor.oppiaineApplied language studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn2167-8359
dc.relation.volume11
dc.type.versionpublishedVersion
dc.rights.copyright© 2023 Glatz et al.
dc.rights.accesslevelopenAccessfi
dc.subject.ysolukutaito
dc.subject.ysolukeminen
dc.subject.ysooppiminen
dc.subject.ysopelillistäminen
dc.subject.ysodysleksia
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p11405
jyx.subject.urihttp://www.yso.fi/onto/yso/p11406
jyx.subject.urihttp://www.yso.fi/onto/yso/p2945
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p5303
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.7717/peerj.15499
jyx.fundinginformationThis research was supported by the Netherlands Organisation for Scientific Research (NWO) and the Graduate School of Behavioural and Cognitive Neuroscience (BCN) (No. 022.004.008). We received financial support from the Open Access Publication Fund of Charité–Universitätsmedizin Berlin and the German Research Foundation (DFG) for the APC.
dc.type.okmA1


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