2022
DOI: 10.1080/10888438.2022.2052884
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Testing the Effects of GraphoGame Against a Computer-Assisted Math Intervention in Primary School

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Cited by 7 publications
(6 citation statements)
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“…Implementing the game at the time when informal letter and reading instruction starts, that is, at the second half of the 2nd year of kindergarten in Dutch schools, children might be more goal-directed towards applying the L-SS knowledge in decoding words (see also Verwimp et al, 2023), possibly leading to better word reading skills. In addition, it is worth considering using an alternative task such as the word-specific orthographic knowledge task as used in Lassault et al (2022). In such task, children have to choose the correct word amongst incorrect answer alternatives after the word was presented auditorily, which more closely resembles the skills practiced in the game used in the current study.…”
Section: Discussionmentioning
confidence: 99%
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“…Implementing the game at the time when informal letter and reading instruction starts, that is, at the second half of the 2nd year of kindergarten in Dutch schools, children might be more goal-directed towards applying the L-SS knowledge in decoding words (see also Verwimp et al, 2023), possibly leading to better word reading skills. In addition, it is worth considering using an alternative task such as the word-specific orthographic knowledge task as used in Lassault et al (2022). In such task, children have to choose the correct word amongst incorrect answer alternatives after the word was presented auditorily, which more closely resembles the skills practiced in the game used in the current study.…”
Section: Discussionmentioning
confidence: 99%
“…Providing intensive teacher support to provide high exposure for all at‐risk children is economically and practically unfeasible. One way to provide this support in different settings such as schools and at home is with game‐based interventions (Lassault et al, 2022; Neumann, 2018; Patel et al, 2021; Richardson & Lyytinen, 2014; Vanden Bempt et al, 2021). Game‐based interventions have increasingly gained interest in recent years to train academic skills (Jaramillo‐Alcázar et al, 2021; Lassault et al, 2022; Skiada et al, 2014; Yildirim & Surer, 2021).…”
Section: Introductionmentioning
confidence: 99%
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“…Generally, this research has shown inconclusive and mixed results about the game's effectiveness, though vast differences in the age of participants, language abilities before starting the program, instruction timing, and other factors make these results difficult to interpret. Despite this, there is some evidence for the efficacy of the program and studies show that GraphoLearn is superior to various control conditions when the intervention group receives sufficient exposure to the game (Bhide et al, 2013;Kyle et al, 2013;Patel et al, 2018;Lassault et al, 2022).…”
Section: Grapholearnmentioning
confidence: 99%
“…The French version of GG is broader and more sophisticated than the research versions included in the meta-analysis. A recent validation study of the French version of GG showed effect sizes of around 0.28 for independent practice with the program [82]. Other intervention programs using non-linguistic audio-visual stimuli also show effects on reading skills [83], but the reasons for the deficit in the audio-visual integration of low-level stimuli are still debated [84,85].…”
Section: Background {6a}mentioning
confidence: 99%