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Feasibility and Enjoyment of Tablet-Based Story-Listening Games for Kindergarteners

Feasibility and Enjoyment of Tablet-Based Story-Listening Games for Kindergarteners

As a practitioner focused on data-driven decisions, it's essential to leverage evidence-based research to improve outcomes for children. One such study, "Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners," provides valuable insights into how digital interventions can be both enjoyable and educationally effective for young learners. This blog post will explore the key findings of the study and discuss how you can implement these outcomes to enhance your practice.

Study Overview

The research investigated a tablet-based, serious story-listening game designed for kindergarteners. The game was developed using the GameFlow model, which focuses on ensuring that digital games are both engaging and educational. The study involved 91 kindergarteners, aged 5, with a cognitive risk for dyslexia. These children played the story game for 12 weeks, six days a week, either combined with a tablet-based phonics intervention or control games.

Key Findings

Implementing These Findings

To improve your practice, consider the following strategies based on the study's outcomes:

  1. Focus on Engagement: Ensure that digital interventions are enjoyable for children. Use the GameFlow model to design or evaluate games, focusing on elements like concentration, challenge, and feedback.
  2. Monitor Feasibility: Regularly assess the difficulty level and attrition rates of your interventions. Adjust the difficulty and duration to match the cognitive abilities and schedules of the children.
  3. Track Progress: Use in-game data to monitor the progress and engagement of each child. Adjust the intervention based on their initial response accuracy and story appreciation to maintain motivation.

Encouraging Further Research

While the study provides promising results, further research is needed to fully understand the impact of digital story-listening games on language comprehension. Practitioners are encouraged to conduct randomized controlled trials (RCTs) and include both literal and inferential comprehension questions in their assessments.

To read the original research paper, please follow this link: Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study.


Citation: Vanden Bempt, F., Economou, M., Dehairs, W., Vandermosten, M., Wouters, J., Ghesquière, P., & Vanderauwera, J. (2022). Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study. JMIR Serious Games, 10(1), e34698. https://doi.org/10.2196/34698
Marnee Brick, President, TinyEYE Therapy Services

Author's Note: Marnee Brick, TinyEYE President, and her team collaborate to create our blogs. They share their insights and expertise in the field of Speech-Language Pathology, Online Therapy Services and Academic Research.

Connect with Marnee on LinkedIn to stay updated on the latest in Speech-Language Pathology and Online Therapy Services.

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