In this article, we report on a study evaluating the effectiveness of a digital game-based learning (DGBL) tool for beginning readers of Dutch, employing active (math game) and passive (no game) control conditions. This classroom-level randomized controlled trial included 247 first graders from 16 classrooms in the Netherlands and the Dutch-speaking part of Belgium. The intervention consisted of 10 to 15 min of daily playing during school time for a period of up to 7 weeks. Our outcome measures included reading fluency, phonological skills, as well as purpose built in-game proficiency levels to measure written lexical decision and letter speech sound association. After an average of 28 playing sessions, the literacy game improved letter kno...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
Exposed to traditional language learning strategies, students will gradually lose interest in and mo...
Contains fulltext : 175145.pdf (publisher's version ) (Closed access)This study ex...
In this article, we report on a study evaluating the effectiveness of a digital game-based learning ...
In this article, we report on a study evaluating the effectiveness of a digital game-based learning ...
For children who may face reading difficulties, early intervention is a societal priority. However, ...
Contains fulltext : 236780.pdf (Publisher’s version ) (Open Access)In the present ...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...
In this study, we investigate the impact of game-based learning on children's digital literacy in pr...
Background In 2018, it was found that only a quarter of Grade 3 children in India were reading at g...
Over de verschillende talen heen slaagt 10 tot 15% van de kinderen er niet in om het standaardniveau...
The present work reviewed the literature associated with the low levels of student achievement in li...
In this study, we investigate the impact of game-based learning on children's digital li...
Here, we report further analysis of data drawn from a Randomized Controlled Trial (RCT) run in the U...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
Exposed to traditional language learning strategies, students will gradually lose interest in and mo...
Contains fulltext : 175145.pdf (publisher's version ) (Closed access)This study ex...
In this article, we report on a study evaluating the effectiveness of a digital game-based learning ...
In this article, we report on a study evaluating the effectiveness of a digital game-based learning ...
For children who may face reading difficulties, early intervention is a societal priority. However, ...
Contains fulltext : 236780.pdf (Publisher’s version ) (Open Access)In the present ...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...
In this study, we investigate the impact of game-based learning on children's digital literacy in pr...
Background In 2018, it was found that only a quarter of Grade 3 children in India were reading at g...
Over de verschillende talen heen slaagt 10 tot 15% van de kinderen er niet in om het standaardniveau...
The present work reviewed the literature associated with the low levels of student achievement in li...
In this study, we investigate the impact of game-based learning on children's digital li...
Here, we report further analysis of data drawn from a Randomized Controlled Trial (RCT) run in the U...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
Exposed to traditional language learning strategies, students will gradually lose interest in and mo...
Contains fulltext : 175145.pdf (publisher's version ) (Closed access)This study ex...