2022
DOI: 10.4018/978-1-7998-7271-9.ch013
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Using Game-Based Learning to Improve Boys' Literacy

Abstract: This chapter foregrounds an online gamified visual intelligence innovation (eyebraingym) developed to enhance visual processing skills, improve memory and vocabulary, and increase reading fluency. The explicit aim of the innovation is to improve comprehension towards visual intelligence. Ninety-eight Grade 8 learners at a South African Boy's School completed their online development during the 2021 academic year. These learners were part of a group of students participating in a whole school reading and litera… Show more

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