2021
DOI: 10.1111/jcal.12592
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Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial

Abstract: Background: In 2018, it was found that only a quarter of Grade 3 children in India were reading at grade level. A growing demand for English education has further limited children's literacy achievement. Despite a strong evidence base in favour of using systematic phonics for building English literacy skills, many teachers in India continue to use rote-methods of literacy instruction.Objectives: We aimed to examine the efficacy of GraphoLearn (GL) English Rime, a computer-assisted reading intervention, in impr… Show more

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Cited by 20 publications
(15 citation statements)
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“…The success of their implementation is not only promptly evaluated and rewarded, but also determines the achievement of the final result -the receipt of a new spaceship (in the presence of a large number of errors, the player eventually sees an old destroyed spaceship). In the future, with the proper cooperation of teachers and programmers, the content of such games could fully meet the requirements of the educational program 10.3389/feduc.2023.1100275 Frontiers in Education 03 frontiersin.org being implemented, covering specific sections, which would increase their relevance in practice (Patel et al, 2022). For many practical teachers who have a need to introduce innovative teaching methods into the educational process, a computer game seems to be an effective way to improve the quality and productivity of learning (Liberona et al, 2021).…”
Section: Literature Reviewmentioning
confidence: 99%
“…The success of their implementation is not only promptly evaluated and rewarded, but also determines the achievement of the final result -the receipt of a new spaceship (in the presence of a large number of errors, the player eventually sees an old destroyed spaceship). In the future, with the proper cooperation of teachers and programmers, the content of such games could fully meet the requirements of the educational program 10.3389/feduc.2023.1100275 Frontiers in Education 03 frontiersin.org being implemented, covering specific sections, which would increase their relevance in practice (Patel et al, 2022). For many practical teachers who have a need to introduce innovative teaching methods into the educational process, a computer game seems to be an effective way to improve the quality and productivity of learning (Liberona et al, 2021).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Digital skill research among secondary‐school students is measured using self‐reports, performance tests or interventions (Erstad et al, 2021; Hatlevik et al, 2021; ITU, 2018; Livingstone et al, 2021). Teacher and student self‐reports include surveys and interviews (Bhutoria & Aljabri, 2022; Egeberg et al, 2011; Fütterer et al, 2022; Juuti et al, 2022; Kaarakainen & Saikkonen, 2021; Kongsgården & Krumsvik, 2016; Konstantinidou & Scherer, 2022; Kurt & Bensen, 2017; Scolari, 2019; Wasson & Hansen, 2014; Xu & Peng, 2022), whereas trials and interventions tend to be case‐based (Amendum et al, 2018; Fütterer et al, 2022; Levine, 2014; Patel et al, 2022; Wu, 2018).…”
Section: Developing Students' Skills For a Digital Worldmentioning
confidence: 99%
“…The data for this study was collected as part of a larger study (see Patel et al, 2021) which included 143 students in Grades 1 (n = 70; M age = 5.73, SD = 0.45) and 2 (n = 73; M age = 6.68, SD = 0.47) who were attending an English-medium government school in Delhi, India. Prior to the start of the study, parents/guardians were invited to the school and taken through a consent form provided to them in both Hindi and English to ensure they were fully informed of their child's participation.…”
Section: Participantsmentioning
confidence: 99%