Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called 'serious games (SGs)' that are flooding the educational games market. In this paper, the term 'serious games' is used to refer to video games (VGs) intended to serve a useful purpose. The objective was to review the results of experimental studies designed to examine the effectiveness of VGs and SGs on players' learning and engagement. After pointing out the varied nature of the obtained results and the impossibility of reaching any reliable conclusion concerning the effectiveness of VGs and SGs in learning, we stress the limitations of the existing literature and make a number of suggestions for future studies.
The experiments presented here used a visual version of the syllable monitoring technique (Mehler, Dommergues, Frauenfelder, & Segui, 1981) to investigate the role of syllabic units in beginning and adult readers. Participants responded whenever a visually presented target syllable (e.g., BA) appeared at the beginning of a subsequently presented printed word (e.g., BALANCE). The target was either a consonant–vowel (CV) or consonant–vowel–consonant (CVC) structure and either did or did not correspond to the initial syllable of the target-bearing word. Skilled adult readers showed significant effects of syllable compatibility (faster detection times when the targets corresponded to the initial syllable of target-bearing words than when they did not), but this occurred only when the carrier words had low printed frequencies. First grade readers did not show a syllable compatibility effect when tested in February of the first year of schooling; only target length influenced detection times. When tested four months later (June), however, the children with the highest scores on a reading ability test did show a syllable compatibility effect. These results suggest that reading instruction rapidly allows syllable-sized units to be accessed from print, and that this type of coding continues to influence how adult readers process low frequency words.
Reading disability is associated with phonological problems which might originate in auditory processing disorders. The aim of the present study was 2-fold: first, the perceptual skills of average-reading children and children with dyslexia were compared in a categorical perception task assessing the processing of a phonemic contrast based on voice onset time (VOT). The medial olivocochlear (MOC) system, an inhibitory pathway functioning under central control, was also explored. Secondly, we investigated whether audiovisual training focusing on voicing contrast could modify VOT sensitivity and, in parallel, induce MOC system plasticity. The results showed an altered voicing sensitivity in some children with dyslexia, and that the most severely impaired children presented the most severe reading difficulties. These deficits in VOT perception were sometimes accompanied by MOC function abnormalities, in particular a reduction in or even absence of the asymmetry in favour of the right ear found in average-reading children. Audiovisual training significantly improved reading and shifted the categorical perception curve of certain children with dyslexia towards the average-reading children's pattern of voicing sensitivity. Likewise, in certain children MOC functioning showed increased asymmetry in favour of the right ear following audiovisual training. The training-related improvements in reading score were greatest in children presenting the greatest changes in MOC lateralization. Taken together, these results confirm the notion that some auditory system processing mechanisms are impaired in children with dyslexia and that audiovisual training can diminish these deficits.
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