In modern societies, training reading skills is fundamental since poor-reading children are at high risk of struggling both at school and in life. Reading relies not only on oral language abilities but also on several executive functions. Considering their importance for literacy, training executive functions—particularly, attentional control has been suggested as a promising way of improving reading skills. For this reason, we developed a video game-based cognitive intervention aimed at improving several facets of executive functions. This game is composed of mini-games that apply gamified versions of standard clinical exercises linked through a game environment with action video game dynamics. Here, in a study involving 151 typically read...
In modern society about 10% of children suffer from a neuro-developmental disorder called dyslexia, ...
Contains fulltext : 175145.pdf (publisher's version ) (Closed access)This study ex...
While humans have an incredible capacity to acquire new skills and alter their behavior as a result ...
International audienceRecent studies suggest that dyslexic children who have action video game exper...
Over the last 20 years research has explored potential cognitive benefits of playing video games. On...
SummaryLearning to read is extremely difficult for about 10% of children; they are affected by a neu...
Learning to read is extremely difficult for about 10% of children; they are affected by a neurodevel...
Contains fulltext : 236780.pdf (Publisher’s version ) (Open Access)In the present ...
International audienceRecent studies reported that Action Video Game-AVG training improves not only ...
Learning to read is extremely difficult for about 10% of the children: they are affected by a neurod...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...
PURPOSE OF THE REVIEW The notion that play may facilitate learning has long been touted. Here, we re...
The present study evaluated the effectiveness of a video game intervention, based on the PASS neuroc...
In modern society about 10% of children experience difficulty in learning to read. They suffer from ...
In modern society about 10% of children suffer from a neuro-developmental disorder called dyslexia, ...
In modern society about 10% of children suffer from a neuro-developmental disorder called dyslexia, ...
Contains fulltext : 175145.pdf (publisher's version ) (Closed access)This study ex...
While humans have an incredible capacity to acquire new skills and alter their behavior as a result ...
International audienceRecent studies suggest that dyslexic children who have action video game exper...
Over the last 20 years research has explored potential cognitive benefits of playing video games. On...
SummaryLearning to read is extremely difficult for about 10% of children; they are affected by a neu...
Learning to read is extremely difficult for about 10% of children; they are affected by a neurodevel...
Contains fulltext : 236780.pdf (Publisher’s version ) (Open Access)In the present ...
International audienceRecent studies reported that Action Video Game-AVG training improves not only ...
Learning to read is extremely difficult for about 10% of the children: they are affected by a neurod...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...
PURPOSE OF THE REVIEW The notion that play may facilitate learning has long been touted. Here, we re...
The present study evaluated the effectiveness of a video game intervention, based on the PASS neuroc...
In modern society about 10% of children experience difficulty in learning to read. They suffer from ...
In modern society about 10% of children suffer from a neuro-developmental disorder called dyslexia, ...
In modern society about 10% of children suffer from a neuro-developmental disorder called dyslexia, ...
Contains fulltext : 175145.pdf (publisher's version ) (Closed access)This study ex...
While humans have an incredible capacity to acquire new skills and alter their behavior as a result ...