Impact of videogames on reading fluency in children with and without dyslexia. The case of Minecraft
DOI:
https://doi.org/10.17398/1695-288X.17.1.77Keywords:
Videogames, Reading fluency, Dyslexia, Minecraft, Case studyAbstract
Reading fluency is a critical skill for the effective processing of meaning and for reading comprehension. Reading comprehension is essential for learning and communicating. This ability can be affected during the literacy process, especially in children with dyslexic characteristics, generating difficulties while learning to read and write. Currently there are few studies in Spanish concerning the impact of ICT, mainly videogames on reading fluency in regular or children with difficulties initiating literacy. This research analyzed the effects of the videogame Minecraft on reading fluency in children with and without dyslexia. A pretest, learning and posttest design was used in a case study consisting of five children, between six and eight years old. Three of them presented characteristics of dyslexia. Participants were evaluated in reading and writing according to their academic grades and with instruments to acknowledge their initial and final levels in the reading of words included in the game. The activities involved the reading and writing of new words with controlled difficulty and with a time limit, as well as guided construction during the game. Results show that the given scaffolding and the virtual manipulation experience provided by Minecraft generated advances in the reading and fluency levels of all the participants as well as the acquisition of new vocabulary.hension, Second language instruction, Multimedia instruction, Adult Education, Educational innovation, Mixed methods research, Listening comprehension test.
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