Center for Language and Cognition (CLCG), Faculty of Arts, University of Groningen, Groningen, Netherlands.
Institute of Public Health, Charité-Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt-Universität zu Berlin, Berlin, Germany.
PeerJ. 2023 Jul 31;11:e15499. doi: 10.7717/peerj.15499. eCollection 2023.
In this article, we report on a study evaluating the effectiveness of a digital game-based learning (DGBL) tool for beginning readers of Dutch, employing active (math game) and passive (no game) control conditions. This classroom-level randomized controlled trial included 247 first graders from 16 classrooms in the Netherlands and the Dutch-speaking part of Belgium. The intervention consisted of 10 to 15 min of daily playing during school time for a period of up to 7 weeks. Our outcome measures included reading fluency, phonological skills, as well as purpose built in-game proficiency levels to measure written lexical decision and letter speech sound association. After an average of 28 playing sessions, the literacy game improved letter knowledge at a scale generalizable for all children in the classroom compared to the two control conditions. In addition to a small classroom wide benefit in terms of reading fluency, we furthermore discovered that children who scored high on phonological awareness prior to training were more fluent readers after extensive exposure to the reading game. This study is among the first to exploit game generated data for the evaluation of DGBL for literacy interventions.
在本文中,我们报告了一项针对荷兰初学阅读者的基于数字游戏的学习(DGBL)工具的有效性评估研究,采用了主动(数学游戏)和被动(无游戏)控制条件。这项课堂层面的随机对照试验包括来自荷兰和比利时荷兰语区的 16 个班级的 247 名一年级学生。干预措施包括每天在学校玩 10 到 15 分钟,持续长达 7 周。我们的结果测量包括阅读流利度、语音技能,以及用于测量书面词汇决策和字母语音关联的专用游戏内熟练程度。经过平均 28 次游戏后,与两个对照组相比,识字游戏提高了课堂上所有儿童的字母知识水平,具有可推广到所有儿童的规模。除了阅读流利度方面的班级整体受益外,我们还发现,在接受大量阅读游戏训练之前,语音意识得分较高的儿童在经过广泛的阅读游戏训练后,成为更流利的读者。这项研究是首次利用游戏生成的数据来评估 DGBL 在读写干预方面的应用。