Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial

Тренировка с использованием экшен-видеоигр повышает точность, скорость и понимание прочитанного у детей с дислексией: рандомизированное контролируемое исследование
Jessica Peters, Sheila G. Crewther, Melanie Murphy, Edith L. Bavin
2021-09-20

action video gamesdynamic visual attentiondyslexiarandomized controlled trialreading comprehension
Dynamic visual attention training using Action Video Games (AVGs) is a promising intervention for dyslexia. This study investigated the efficacy of 5 h (10 × 30 min) of AVG training in dyslexic children (aged 8-13) using 'Fruit Ninja', while exploring whether increasing attentional and eye movement demands enhanced AVG effectiveness. Regular (AVG-R; n = 22) and enhanced AVG training (AVG+; n = 23) were compared to a treatment-as-usual comparison group (n = 19) on reading, rapid naming, eye movements and visuo-temporal processing. Playing 'Fruit Ninja' for only 5 h significantly improved reading accuracy, rate, comprehension and rapid naming of both AVG groups, compared to the comparison group, though increasing attentional demands did not enhance AVG efficacy. Participants whose low contrast magnocellular-temporal processing improved most following training also showed significantly greater improvement in reading accuracy. The findings demonstrate a clear role for visual attention in reading and highlight the clinical applicability of AVGs as a fun, motivational and engaging intervention for dyslexia.
1
Both regular and enhanced action video game training outperformed treatment as usual, despite the brief 10-session intervention.
2
Children showing the greatest improvements in low-contrast magnocellular-temporal processing also achieved the largest gains in reading accuracy.
3
Five hours of Fruit Ninja training significantly improved reading accuracy, reading rate, comprehension, and rapid naming in children with dyslexia.
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Increasing attentional and eye-movement demands during training did not enhance intervention efficacy.
5
The results support a role for visual attention in reading and indicate that action video games may provide engaging, clinically applicable dyslexia intervention.

dyslexic children aged 8–13 undergoing action video game training with Fruit Ninja

the effects of action video game training on reading accuracy, reading rate, reading comprehension, rapid naming, eye movements, and visuo-temporal processing, including the role of visual attention and magnocellular-temporal processing

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2021-09-20
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Authors
Jessica Peters
Sheila G. Crewther
Melanie Murphy
Edith L. Bavin
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