2019
DOI: 10.1177/1468798419838576
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Phonological strategies and peer scaffolding in digital literacy game-playing sessions in a Finnish pre-primary class

Abstract: This study explored what kind of phonological strategies are used by children and how they scaffold each other while they solve tasks in a digital literacy game. The theoretical basis of this study lies in Vygotsky's thoughts on the role of social interaction in learning and in the concept of peer scaffolding. The data included eight videotaped game-playing sessions conducted in small groups in a Finnish pre-primary class with six-year-old children. The analysis was carried out in two phases. Based on a qualit… Show more

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Cited by 8 publications
(9 citation statements)
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References 41 publications
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“…Designing exclusively for individual play also fails to capitalize on the ways collaborative play enhances children"s engagement in touchscreen learning (Wohlwend, 2015). Nonexpert peers can provide beneficial scaffolding to support each other"s emerging literacy skills when they play literacy game apps in groups (Kulju & Mäkinen, 2019). One feature of Alpha Tiles that already supports collaborative play is that advancement after a correct response is displayed is not automatic, it requires an additional screen tap.…”
Section: Additional Issues Raised By Teamsmentioning
confidence: 99%
“…Designing exclusively for individual play also fails to capitalize on the ways collaborative play enhances children"s engagement in touchscreen learning (Wohlwend, 2015). Nonexpert peers can provide beneficial scaffolding to support each other"s emerging literacy skills when they play literacy game apps in groups (Kulju & Mäkinen, 2019). One feature of Alpha Tiles that already supports collaborative play is that advancement after a correct response is displayed is not automatic, it requires an additional screen tap.…”
Section: Additional Issues Raised By Teamsmentioning
confidence: 99%
“…Em relação, ao número de participantes, quatro pesquisas possuíam acima de 60, chegando a 151 participantes (ŁUNIEWSKA et al, 2018;RONIMUS et al, 2014;RICHARDSON;LYYTINEN, 2014;ROSAS et al, 2017). Na maioria dos artigos (n = 8), a amostra foi composta por uma quantidade de participantes que variou entre 10 e 32 (ECALLE et al, 2009;FARIAS, COSTA, SANTOS, 2013;FRANCESCHINI et al, 2017;FRANCESCHINI;BERTONI, 2019;KARTAL;TERZIYAN, 2015;KULJU;MÄKINEN, 2019;KYLE et al, 2013;SKIADA et al, 2014). RICHARDSON;LYYTINEN, 2014;RONIMUS et al, 2014); duas pesquisas envolviam a educação infantil, com idades de quatro e cinco anos (FARIAS, COSTA, SANTOS, 2013;KARTAL;TERZIYAN, 2015); e apenas uma pesquisa ampliou as idades para faixa de 7 a 11 anos (SKIADA et al, 2014).…”
Section: Web Of Scienceunclassified
“…Cinco pesquisas tinham como público crianças com dislexia, sendo suas idades acima dos oito anos, chegando até os 13 anos de idade (FRANCESCHINI et al, 2017;FRANCESCHINI;BERTONI, 2019;ECALLE et al, 2009;ŁUNIEWSKA et al, 2018;SKIADA et al, 2014). (ECALLE et al, 2009;FARIA;COLPANI, 2017;FRANCESCHINI et al, 2017;FRANCESCHINI;BERTONI, 2019;JAMSHIDIFARSANI et al, 2019;KARTAL;ROSAS et al, 2017;KULJU;MÄKINEN, 2019;KYLE et al, 2013;SKIADA et al, 2014;RICHARDSON;LYYTINEN, 2014;TERZIYAN, 2015…”
Section: Web Of Scienceunclassified
“…Digital games are not a brand new in our lives, but their existence is becoming more popular because it is not only used for entertainment, but also for educational purposes [1,2]. Digital games is a form of digital literacy practice [3][4][5][6].…”
Section: Introductionmentioning
confidence: 99%