Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia

Abstract Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, the cognitive mechanism underlying this...

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Autores principales: Sandro Franceschini, Piergiorgio Trevisan, Luca Ronconi, Sara Bertoni, Susan Colmar, Kit Double, Andrea Facoetti, Simone Gori
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Lenguaje:EN
Publicado: Nature Portfolio 2017
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Acceso en línea:https://doaj.org/article/efc9b61bc01944f5b96f7234010e5c11
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spelling oai:doaj.org-article:efc9b61bc01944f5b96f7234010e5c112021-12-02T11:52:40ZAction video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia10.1038/s41598-017-05826-82045-2322https://doaj.org/article/efc9b61bc01944f5b96f7234010e5c112017-07-01T00:00:00Zhttps://doi.org/10.1038/s41598-017-05826-8https://doaj.org/toc/2045-2322Abstract Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, the cognitive mechanism underlying this improvement and the extent to which the benefits of AVG training would generalize to deep English orthography, remain two critical questions. During reading acquisition, children have to integrate written letters with speech sounds, rapidly shifting their attention from visual to auditory modality. In our study, we tested reading skills and phonological working memory, visuo-spatial attention, auditory, visual and audio-visual stimuli localization, and cross-sensory attentional shifting in two matched groups of English-speaking children with dyslexia before and after they played AVG or non-action video games. The speed of words recognition and phonological decoding increased after playing AVG, but not non-action video games. Furthermore, focused visuo-spatial attention and visual-to-auditory attentional shifting also improved only after AVG training. This unconventional reading remediation program also increased phonological short-term memory and phoneme blending skills. Our report shows that an enhancement of visuo-spatial attention and phonological working memory, and an acceleration of visual-to-auditory attentional shifting can directly translate into better reading in English-speaking children with dyslexia.Sandro FranceschiniPiergiorgio TrevisanLuca RonconiSara BertoniSusan ColmarKit DoubleAndrea FacoettiSimone GoriNature PortfolioarticleMedicineRScienceQENScientific Reports, Vol 7, Iss 1, Pp 1-12 (2017)
institution DOAJ
collection DOAJ
language EN
topic Medicine
R
Science
Q
spellingShingle Medicine
R
Science
Q
Sandro Franceschini
Piergiorgio Trevisan
Luca Ronconi
Sara Bertoni
Susan Colmar
Kit Double
Andrea Facoetti
Simone Gori
Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
description Abstract Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, the cognitive mechanism underlying this improvement and the extent to which the benefits of AVG training would generalize to deep English orthography, remain two critical questions. During reading acquisition, children have to integrate written letters with speech sounds, rapidly shifting their attention from visual to auditory modality. In our study, we tested reading skills and phonological working memory, visuo-spatial attention, auditory, visual and audio-visual stimuli localization, and cross-sensory attentional shifting in two matched groups of English-speaking children with dyslexia before and after they played AVG or non-action video games. The speed of words recognition and phonological decoding increased after playing AVG, but not non-action video games. Furthermore, focused visuo-spatial attention and visual-to-auditory attentional shifting also improved only after AVG training. This unconventional reading remediation program also increased phonological short-term memory and phoneme blending skills. Our report shows that an enhancement of visuo-spatial attention and phonological working memory, and an acceleration of visual-to-auditory attentional shifting can directly translate into better reading in English-speaking children with dyslexia.
format article
author Sandro Franceschini
Piergiorgio Trevisan
Luca Ronconi
Sara Bertoni
Susan Colmar
Kit Double
Andrea Facoetti
Simone Gori
author_facet Sandro Franceschini
Piergiorgio Trevisan
Luca Ronconi
Sara Bertoni
Susan Colmar
Kit Double
Andrea Facoetti
Simone Gori
author_sort Sandro Franceschini
title Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
title_short Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
title_full Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
title_fullStr Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
title_full_unstemmed Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia
title_sort action video games improve reading abilities and visual-to-auditory attentional shifting in english-speaking children with dyslexia
publisher Nature Portfolio
publishDate 2017
url https://doaj.org/article/efc9b61bc01944f5b96f7234010e5c11
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