Cargando…

Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial

Dynamic visual attention training using Action Video Games (AVGs) is a promising intervention for dyslexia. This study investigated the efficacy of 5 h (10 × 30 min) of AVG training in dyslexic children (aged 8–13) using ‘Fruit Ninja’, while exploring whether increasing attentional and eye movement...

Descripción completa

Detalles Bibliográficos
Autores principales: Peters, Jessica L., Crewther, Sheila G., Murphy, Melanie J., Bavin, Edith L.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8452648/
https://www.ncbi.nlm.nih.gov/pubmed/34545166
http://dx.doi.org/10.1038/s41598-021-98146-x
_version_ 1784570115466985472
author Peters, Jessica L.
Crewther, Sheila G.
Murphy, Melanie J.
Bavin, Edith L.
author_facet Peters, Jessica L.
Crewther, Sheila G.
Murphy, Melanie J.
Bavin, Edith L.
author_sort Peters, Jessica L.
collection PubMed
description Dynamic visual attention training using Action Video Games (AVGs) is a promising intervention for dyslexia. This study investigated the efficacy of 5 h (10 × 30 min) of AVG training in dyslexic children (aged 8–13) using ‘Fruit Ninja’, while exploring whether increasing attentional and eye movement demands enhanced AVG effectiveness. Regular (AVG-R; n = 22) and enhanced AVG training (AVG+; n = 23) were compared to a treatment-as-usual comparison group (n = 19) on reading, rapid naming, eye movements and visuo-temporal processing. Playing ‘Fruit Ninja’ for only 5 h significantly improved reading accuracy, rate, comprehension and rapid naming of both AVG groups, compared to the comparison group, though increasing attentional demands did not enhance AVG efficacy. Participants whose low contrast magnocellular-temporal processing improved most following training also showed significantly greater improvement in reading accuracy. The findings demonstrate a clear role for visual attention in reading and highlight the clinical applicability of AVGs as a fun, motivational and engaging intervention for dyslexia.
format Online
Article
Text
id pubmed-8452648
institution National Center for Biotechnology Information
language English
publishDate 2021
publisher Nature Publishing Group UK
record_format MEDLINE/PubMed
spelling pubmed-84526482021-09-21 Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial Peters, Jessica L. Crewther, Sheila G. Murphy, Melanie J. Bavin, Edith L. Sci Rep Article Dynamic visual attention training using Action Video Games (AVGs) is a promising intervention for dyslexia. This study investigated the efficacy of 5 h (10 × 30 min) of AVG training in dyslexic children (aged 8–13) using ‘Fruit Ninja’, while exploring whether increasing attentional and eye movement demands enhanced AVG effectiveness. Regular (AVG-R; n = 22) and enhanced AVG training (AVG+; n = 23) were compared to a treatment-as-usual comparison group (n = 19) on reading, rapid naming, eye movements and visuo-temporal processing. Playing ‘Fruit Ninja’ for only 5 h significantly improved reading accuracy, rate, comprehension and rapid naming of both AVG groups, compared to the comparison group, though increasing attentional demands did not enhance AVG efficacy. Participants whose low contrast magnocellular-temporal processing improved most following training also showed significantly greater improvement in reading accuracy. The findings demonstrate a clear role for visual attention in reading and highlight the clinical applicability of AVGs as a fun, motivational and engaging intervention for dyslexia. Nature Publishing Group UK 2021-09-20 /pmc/articles/PMC8452648/ /pubmed/34545166 http://dx.doi.org/10.1038/s41598-021-98146-x Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Peters, Jessica L.
Crewther, Sheila G.
Murphy, Melanie J.
Bavin, Edith L.
Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial
title Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial
title_full Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial
title_fullStr Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial
title_full_unstemmed Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial
title_short Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial
title_sort action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8452648/
https://www.ncbi.nlm.nih.gov/pubmed/34545166
http://dx.doi.org/10.1038/s41598-021-98146-x
work_keys_str_mv AT petersjessical actionvideogametrainingimprovestextreadingaccuracyrateandcomprehensioninchildrenwithdyslexiaarandomizedcontrolledtrial
AT crewthersheilag actionvideogametrainingimprovestextreadingaccuracyrateandcomprehensioninchildrenwithdyslexiaarandomizedcontrolledtrial
AT murphymelaniej actionvideogametrainingimprovestextreadingaccuracyrateandcomprehensioninchildrenwithdyslexiaarandomizedcontrolledtrial
AT bavinedithl actionvideogametrainingimprovestextreadingaccuracyrateandcomprehensioninchildrenwithdyslexiaarandomizedcontrolledtrial