Neither action nor phonological video games make dyslexic children read better

dc.contributor.authorŁuniewska, Magdalena
dc.contributor.authorChyl, Katarzyna
dc.contributor.authorDębska, Agnieszka
dc.contributor.authorKacprzak, Agnieszka
dc.contributor.authorPlewko, Joanna
dc.contributor.authorSzczerbinski, Marcin
dc.contributor.authorSzewczyk, Jakub
dc.contributor.authorGrabowska, Anna
dc.contributor.authorJednoróg, Katarzyna
dc.contributor.funderNarodowe Centrum Nauki
dc.date.accessioned2018-02-20T13:24:12Z
dc.date.available2018-02-20T13:24:12Z
dc.date.issued2018
dc.description.abstractThe prevalence and long-term consequences of dyslexia make it crucial to look for effective and efficient ways of its therapy. Action video games (AVG) were implied as a possible remedy for difficulties in reading in Italian and English-speaking children. However, the studies examining the effectiveness of AVG application in dyslexia suffered from significant methodological weaknesses such as small sample sizes and lack of a control group with no intervention. In our study, we tested how two forms of training: based on AVG and on phonological non-action video games (PNAVG), affect reading in a group of fifty-four Polish children with dyslexia. Both speed and accuracy of reading increased in AVG as much as in PNAVG group. Moreover, both groups improved in phonological awareness, selective attention and rapid naming. Critically, the reading progress in the two groups did not differ from a dyslexic control group which did not participate in any training. Thus, the observed improvement in reading in AVG and PNAVG can be attributed either to the normal reading development related to schooling or to test practice effect. Overall, we failed to replicate previous studies: Neither AVG nor PNAVG remedy difficulties in reading in school children.en
dc.description.sponsorshipNarodowe Centrum Nauki (UMO-2014/14/A/HS6/00294)en
dc.description.statusPeer revieweden
dc.description.versionPublished Versionen
dc.format.mimetypeapplication/pdfen
dc.identifier.articleid549
dc.identifier.citationŁuniewska, M., Chyl, K., Dębska, A., Kacprzak, A., Plewko, J., Szczerbiński, M., Szewczyk, J., Grabowska, A. and Jednoróg, K. (2018) 'Neither action nor phonological video games make dyslexic children read better', Scientific Reports, 8(1), 549 (11pp). doi: 10.1038/s41598-017-18878-7en
dc.identifier.doi10.1038/s41598-017-18878-7
dc.identifier.endpage11
dc.identifier.issn2045-2322
dc.identifier.journaltitleScientific Reportsen
dc.identifier.startpage1
dc.identifier.urihttps://hdl.handle.net/10468/5500
dc.identifier.volume8
dc.language.isoenen
dc.publisherNature Publishing Groupen
dc.relation.urihttps://www.nature.com/articles/s41598-017-18878-7
dc.rights© 2018, the Authors. Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.en
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectHuman behaviouren
dc.subjectNeurodevelopmental disordersen
dc.titleNeither action nor phonological video games make dyslexic children read betteren
dc.typeArticle (peer-reviewed)en
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