Enhancing phonological awareness in Children with Dyslexia: Application based on a computer learning game environment


Abstract:

The aim of this research is to improve phonological awareness in children with dyslexia by using a computer game designed specifically for this study and applying it as a didactic resource in a formal-inclusive educational environment. We used a quasi-experimental scientific method with a sample of 12 children, aged between 6 to 12 years, divided into two groups: experimental (six) and control (six). We apply the T.E.D.E. test with the pre-test and post-test methodology for the whole sample. The experimental sessions lasted about 20 minutes per day, three times per week, for five weeks, for a total of 15 sessions. The research shows significant differences, with a 95% confidence level, in the experimental population after applying the gaming strategies. These results exceed those of previous studies with digital gaming resources, and pave the way for a second stage of research with a broader population1.

Año de publicación:

2016

Keywords:

  • Gamification
  • Phologial awareness
  • digital literacy
  • dyslexia
  • Inclusive Learning

Fuente:

scopusscopus

Tipo de documento:

Conference Object

Estado:

Acceso restringido

Áreas de conocimiento:

  • Tecnología educativa
  • Tecnología educativa

Áreas temáticas:

  • Educación de adultos