EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS

Detalhes bibliográficos
Autor(a) principal: Sánchez-Vincitore,Laura V.
Data de Publicação: 2021
Outros Autores: Cross,Analía Henríquez
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Psicologia Escolar e Educacional (Online)
Texto Completo: http://old.scielo.br/scielo.php?script=sci_arttext&pid=S1413-85572021000100325
Resumo: ABSTRACT The attainment of the alphabetic principle is one of the earliest signs of successful literacy acquisition. Public school students from the Dominican Republic have low literacy skills, partly because of not being systematically exposed to the alphabetic principle while learning to read. This paper presents the results of an intervention to teach the alphabetic principle using a tablet-based game. Nineteen kindergarten students were randomly assigned to a control and an experimental group during the last month of the 2017 school year. Students from the experimental group played with the game for ten sessions of 20 minutes each. Students from the experimental group outperformed the control group in syllable recognition after the intervention. The intervention did not influence other reading skills. Automatic syllable identification has been shown to boost early literacy acquisition, although it is not sufficient for students to become fluent readers.
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spelling EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLSLiteracyeducational gamessoftwarecomputer gamesABSTRACT The attainment of the alphabetic principle is one of the earliest signs of successful literacy acquisition. Public school students from the Dominican Republic have low literacy skills, partly because of not being systematically exposed to the alphabetic principle while learning to read. This paper presents the results of an intervention to teach the alphabetic principle using a tablet-based game. Nineteen kindergarten students were randomly assigned to a control and an experimental group during the last month of the 2017 school year. Students from the experimental group played with the game for ten sessions of 20 minutes each. Students from the experimental group outperformed the control group in syllable recognition after the intervention. The intervention did not influence other reading skills. Automatic syllable identification has been shown to boost early literacy acquisition, although it is not sufficient for students to become fluent readers.Associação Brasileira de Psicologia Escolar e Educacional (ABRAPEE)2021-01-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersiontext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S1413-85572021000100325Psicologia Escolar e Educacional v.25 2021reponame:Psicologia Escolar e Educacional (Online)instname:Associação Brasileira de Psicologia Escolar e Educacional (ABRAPEE)instacron:ABRAPEE10.1590/2175-35392021225567info:eu-repo/semantics/openAccessSánchez-Vincitore,Laura V.Cross,Analía Henríquezeng2021-12-02T00:00:00Zoai:scielo:S1413-85572021000100325Revistahttps://www.scielo.br/j/pee/https://old.scielo.br/oai/scielo-oai.phprevista@abrapee.psc.br2175-35391413-8557opendoar:2021-12-02T00:00Psicologia Escolar e Educacional (Online) - Associação Brasileira de Psicologia Escolar e Educacional (ABRAPEE)false
dc.title.none.fl_str_mv EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS
title EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS
spellingShingle EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS
Sánchez-Vincitore,Laura V.
Literacy
educational games
software
computer games
title_short EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS
title_full EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS
title_fullStr EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS
title_full_unstemmed EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS
title_sort EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS
author Sánchez-Vincitore,Laura V.
author_facet Sánchez-Vincitore,Laura V.
Cross,Analía Henríquez
author_role author
author2 Cross,Analía Henríquez
author2_role author
dc.contributor.author.fl_str_mv Sánchez-Vincitore,Laura V.
Cross,Analía Henríquez
dc.subject.por.fl_str_mv Literacy
educational games
software
computer games
topic Literacy
educational games
software
computer games
description ABSTRACT The attainment of the alphabetic principle is one of the earliest signs of successful literacy acquisition. Public school students from the Dominican Republic have low literacy skills, partly because of not being systematically exposed to the alphabetic principle while learning to read. This paper presents the results of an intervention to teach the alphabetic principle using a tablet-based game. Nineteen kindergarten students were randomly assigned to a control and an experimental group during the last month of the 2017 school year. Students from the experimental group played with the game for ten sessions of 20 minutes each. Students from the experimental group outperformed the control group in syllable recognition after the intervention. The intervention did not influence other reading skills. Automatic syllable identification has been shown to boost early literacy acquisition, although it is not sufficient for students to become fluent readers.
publishDate 2021
dc.date.none.fl_str_mv 2021-01-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 10.1590/2175-35392021225567
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dc.publisher.none.fl_str_mv Associação Brasileira de Psicologia Escolar e Educacional (ABRAPEE)
publisher.none.fl_str_mv Associação Brasileira de Psicologia Escolar e Educacional (ABRAPEE)
dc.source.none.fl_str_mv Psicologia Escolar e Educacional v.25 2021
reponame:Psicologia Escolar e Educacional (Online)
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reponame_str Psicologia Escolar e Educacional (Online)
collection Psicologia Escolar e Educacional (Online)
repository.name.fl_str_mv Psicologia Escolar e Educacional (Online) - Associação Brasileira de Psicologia Escolar e Educacional (ABRAPEE)
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