2021
DOI: 10.1080/21622965.2021.1898395
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Effect of computer-based multisensory program on English reading skills of students with Dyslexia and reading difficulties

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Cited by 6 publications
(6 citation statements)
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“…The results of the present study are consistent with previous research finding. These include Gharaibeh and Dukmak(2021), Srivastava (2019) andMora(2018). They confirmed that the multisensory approach helped improve the 2019) that proved the positive effect of the multisensory approach on developing the pupils' reading skills.…”
Section: Discussion Of the Resultsmentioning
confidence: 99%
“…The results of the present study are consistent with previous research finding. These include Gharaibeh and Dukmak(2021), Srivastava (2019) andMora(2018). They confirmed that the multisensory approach helped improve the 2019) that proved the positive effect of the multisensory approach on developing the pupils' reading skills.…”
Section: Discussion Of the Resultsmentioning
confidence: 99%
“…Reading and writing are multi-sensory activities, meaning that the student uses his different senses during the learning process, as he looks at and recognizes linguistic symbols, pronounces the sounds that express them, and then uses different language skills to obtain meaning (Mahmoud & Samir, 2021). A person has five sensory channels that he uses to receive and perceive information received from the external environment surrounding him (hearing, smell, taste, sight, touch).…”
Section: The Orton-gillingham Methodsmentioning
confidence: 99%
“…Studies conducted to improve executive functions by using computer‐based games suit within the vast amount of developmental research on cognitive interventions that were developed to prepare executive function skills (Diamond & Lee, 2011; Zelazo, 2015) including attentional control training in infants (Ballieux et al, 2016; Haiko et al, 2016), inhibition and working memory training in preschool children (Thorell et al, 2009) and cognitive control training in primary school children and adults (Karbach & Kray, 2009; Kray & Ferdinand, 2013). Various studies have examined the efficacy of computer‐based game interventions in treating dyslexia (Franceschini et al, 2013; Gharaibeh & Dukmak, 2022; Khaleghi et al, 2022; Lyytinen et al, 2007), in which most of them focused on 10‐ to 14‐year‐old students (Homer et al, 2017, 2018).…”
Section: Introductionmentioning
confidence: 99%