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Unlocking Literacy: How Digital Games Can Boost Reading Skills in Young Learners

Unlocking Literacy: How Digital Games Can Boost Reading Skills in Young Learners

In today's digital age, technology is increasingly being integrated into educational practices to enhance learning outcomes. One innovative approach is the use of digital game-based learning (DGBL) to support literacy development in young learners. A recent study titled Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers: a cluster randomised controlled trial provides compelling evidence on the benefits of DGBL for improving reading skills in children.

The Study at a Glance

The research involved 247 first graders from 16 classrooms in the Netherlands and Belgium. The study aimed to evaluate the effectiveness of a digital literacy game, GraphoGame, compared to traditional classroom instruction and a math-based control game. Over a period of seven weeks, students engaged with the game for 10 to 15 minutes daily.

Key Findings

Why Digital Game-Based Learning Works

DGBL offers several advantages over traditional teaching methods:

Implementing DGBL in Your Classroom

If you're an educator looking to incorporate DGBL into your teaching strategy, here are some tips:

  1. Select Appropriate Games: Choose games that align with your curriculum goals and are suitable for your students' age and skill levels.
  2. Create a Balanced Schedule: Integrate game-based learning with traditional instruction methods to provide a well-rounded educational experience.
  3. Monitor Progress: Use in-game metrics and assessments to track student progress and tailor instruction accordingly.

The Future of Literacy Education

The findings from this study highlight the potential of DGBL as a tool for enhancing literacy skills. As technology continues to evolve, educators have an opportunity to harness these innovations to improve educational outcomes. By staying informed about the latest research and exploring new teaching methods, educators can better support their students' learning journeys.

To read the original research paper, please follow this link: Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers: a cluster randomised controlled trial.


Citation: Glatz, T., Tops, W., Borleffs, E., Richardson, U., Maurits, N., Desoete, A., & Maassen, B. (2023). Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers: A cluster randomised controlled trial. PeerJ. https://doi.org/10.7717/peerj.15499
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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