Hannah Lewis
Cardiff Metropolitan University, UK
Exploring the Use of Video Game Technology to Engage Children Aged 7-11 with Dyslexia in the Classroom
Introduction and context
(Ofcom, 2022)
(Video Games Europe, 2022)
Introduction and context
(Esposito, 2005, p. 4)
(Vargas-Iglesias, 2020)
Entertainment
- Designed to primarily provide entertainment
Serious games
- Designed for a primary purpose beyond entertainment
Video games in the classroom
Serious games
- Designed for a primary purpose beyond entertainment
(Schrader, 2022)
Video games in the classroom
Governments are beginning to recognise video games’ educational value as well, with Poland becoming the first government in the world to include video games on its official school reading list as an educational resource, and Flanders (Belgium) becoming the second European government to incorporate video games into mainstream education.
Video games in the classroom
Could entertainment games have a wider use in the classroom?
Entertainment
- Designed to primarily provide entertainment
Link between video games and cognition
-recognised action video games to improve visual selective attention
1. An extraordinary speed in terms of transient events and in terms of the velocity of moving objects
2. A high degree of perceptual, cognitive and motor load in the service of an accurate motor plan
3. Unpredictability of spatial and temporal features
4. An emphasis on peripheral processing
(Green, Li and Bavelier, 2010)
Link between video games and cognition
Cognitive benefits of playing AVGs
Perceptual skills
Spatial cognition
Top-down attention
Task switching
Inhibition
Verbal cognition
(Bediou et al, 2018)
Link between video games and cognition
(Bavelier and Green, 2019)
(Zhang et al, 2021)
Key findings
Improved attentional deficits
↓
Improved letter to speech sound mapping (phonological decoding)
↓
Improved reading skills
Subsequent publications: Gori et al (2016); Franceschini et al (2017); Luniewska et al (2018); Franceschini and Bertoni (2019); Bertoni et al (2021); Peters et al (2022)
Franceschini et al (2013)
Value of this research
-Engaging
-These children often disengaged with traditional forms of intervention
-Resource appropriate (e.g., cost, time, training needed)
But…. more research is needed
Research questions
1. What is the impact of action video game play on cognitive skills involved in reading for English speaking children aged 7-11 with dyslexia?
2. What are the views of children aged 7-11, with dyslexia, on the design of video games for use as a tool within an educational setting?
Design
Constructive replication – Franceschini et al (2017)
(Hüffmeier, Mazei and Schultze, 2015)
-Attention, working memory and reading measured at 3 time points
-Added reading comprehension measure
-12 hours of age-appropriate action video game
Findings – RQ1
Possible explanations
Findings – RQ2
Themes
Findings – RQ2
Findings – RQ2
Findings – RQ2
Key takeaways
Video games can play an important role in the 21st century classroom
More research needed before video games can be used as an interventional tool to improve cognitive deficit
Importance of replication research
Children saw affordances of both entertainment and serious games in the classroom
Need to consider if children with dyslexia are using games as a form of negative escapism
Need to consider risks of this technology and classroom set up
Questions?
References