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ACTION VIDEO GAMES MAKE DYSLEXIC CHILDREN READ BETTER Written by Sandro Franceschini, Simone Gori, Milena Ruffino, Simona Viola, Massimo Molteni and Andrea Facoetti Presented by Antonio Ereditario 807521 e Paolo Frascarolo 805583 Cognizione e Linguaggio - Università degli Studi Milano Bicocca Anno accademico 2015/2016
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Action Video Games Make Dyslexic Children Read Better

Jan 07, 2017

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Page 1: Action Video Games Make Dyslexic Children Read Better

ACTION VIDEO GAMES MAKE DYSLEXIC CHILDREN READ BETTER

Written by Sandro Franceschini, Simone Gori, Milena Ruffino, Simona Viola, Massimo Molteni and Andrea Facoetti

Presented by Antonio Ereditario 807521 e Paolo Frascarolo 805583 Cognizione e Linguaggio - Università degli Studi Milano Bicocca Anno accademico 2015/2016

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INTRODUCTIONtechnology and

resource

• Learning to read is extremely difficult for about 10% of children; they are affected by a neurodevelopmental disorder called dyslexia.

• Dyslexia is a severely invalidating learning disability and is often associated with undesirable outcomes, such as lower educational attainment and loss of self-confidence, because reading is essential for all aspects of learning from using older school books to the latest technology (e.g., ebooks and smart phones).

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SUMMARY • We tested reading, phonological, and attentional skills in two matched groups of children with dyslexia before and after they played action or nonaction video games for nine sessions of 80 min per day.

• We found that only playing action video games improved children’s reading speed.

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Why attentional dysfunction are

so important?

• Attentional dysfunction is an important core deficit in dyslexic individuals.

• An attentional deficit reduces the success of traditional dyslexia treatments, because learning ability is hampered by spatial and temporal attention dysfunction. Thus, treatment of attentional deficits could be crucial in dyslexia remediation.

• Our results showed that this attention improvement can directly translate into better reading abilities, providing a new, fast, fun remediation of dyslexia that has theoretical relevance in unveiling the causal role of attention in reading acquisition.

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HYPOTHESIS • Since video game training has been proven to increase attention abilities, we investigated the effects of video games on children with dyslexia.

• Attentional action video game (AVG) training should produce learning that transfers well beyond the task domain. It is predicted that AVG training will improve letter-to-speech sound mapping (phonological decoding) and, consequently, reading abilities.

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METHOD • To test this hypothesis, we measured the phonological decoding of pseudowords and word text reading skills in 20 children with dyslexia before (T1) and after (T2) two video game trainings. Ten dyslexic children were assigned to AVG and ten to nonaction video game (NAVG) training.

• Chronological age, full intelligence quotient (IQ), reading severity and phonological skills were similar in the two groups .

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• The reading inefficiency was measured as a ratio between speed and accuracy

• Training-related changes in reading inefficiency were analyzed by a 2 (task: pseudoword decoding and word text reading) *2 (time: T1 and T2) *2 (group: AVG and NAVG) mixed ANOVA.

• Each child was individually treated by playing a commercial Wii video game (Rayman Raving Rabbids) for a total of 12 hr. The single minigames were selected to create the action and nonaction treatments.

EXPERIMENT

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• The time main effect was showing an improvement in general reading abilities across the two groups.

• Pseudo- word phonological decoding and word text reading were both significantly improved in the AVG compared to the NAVG players.

• The two groups did not differ at T1 in both reading and attentional measurements.

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Improvements of pseudo-words & word text reading

in AVG

• The pseudoword- decoding improvements obtained after 12 hr of AVG training were higher than the mean improvements expected in a dyslexic child after 1 year of spontaneous reading development.

• Similarly, the AVG group posted a larger improvement in word text reading skills than the NAVG group.

• Thus, AVG training improves not only the basic letter-to- speech sound integration but also lexical recognition, measured by the word text reading.

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• Two months after the end of the treatment (T3), we followed up on reading improvements induced by AVG training by retesting the phonological decoding skill in six out of ten dyslexic children that did not perform any treatment or training between T2 and T3; indicating a long- lasting reading improvement from AVG training

• The explanation of these results includes the possibility that video games with specific characteristics increase abilities to allocate attentional resources in space and time

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SUMMARIZE • Pseudoword and word text reading improvements were significant only in AVG group.

• The reading improvements—induced by the AVG training—involve both phonological decoding and lexical reading. The two groups did not differ at T1 in all the reading measurements. *, significant difference.

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ATTENTIONAL IMPROVEMENTS

• Focused and distributed spatial attention were also measured (accuracy) in T1 and T2 with a single-report task.

• In a single-report task, participants were instructed to keep their eyes on the fixation point and identify the target symbol that appeared above the red dot as accurately as possible and without time limit.

• The red dot was displayed before (focused spatial attention, A) or after (distributed spatial attention, B) the string of symbols.

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• Dyslexic children treated with AVGs showed significantly greater improvement (accuracy difference between T2 and T1) in both focused (C) and distributed (D) spatial attention tasks.

• Accuracy in focused (E) and distributed (F) spatial attention tasks are showed before (T1) and after (T2) training, in the NAVG and AVG groups. Accuracy in both focused and distributed spatial attention was significantly increased only in AVG players.

• The two groups did not differ at T1 in focused and distributed spatial attention.

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Crossmodal temporal attention task and results.

• Crossmodal attention was also measured, with an uninformative, peripheral auditory cue that preceded (by 50 or 100 ms) the display of a visual target at a correct (valid condition) or incorrect (invalid condition) spatial location.

• Bilateral auditory cues (neutral condition) were also used to distribute attention.

• An auditory spatial-temporal cue was presented in the left, right, or both loudspeakers placed on either side of the screen. A dog appearing in one of the two circles was the target stimulus. Children had to press one of two buttons on the keyboard to indicate whether the target appeared in the left or the right circle.

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• Temporal attention indexed by reductions in the reaction time needed to localize the left or right visual target at longer (100 ms) versus shorter (50 ms) cue-target interval was analyzed by a 3 (cue type: valid, neutral, and invalid) *2 (time: T1 and T2) *2 (group: AVG and NAVG) mixed ANOVA. Importantly, the Time*Group interaction was significant , showing a larger crossmodal alerting improvement in AVG than in NAVG players.

• Crossmodal temporal attention improvements refer to the improvements between T1 and T2 in the reaction time needed to correctly localize the target at second cue-target interval (100 ms) in comparison to the first cue-target interval (50 players showed a significant improvement in temporal attention compared to NAVG players (B).

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DEFINITELY • These findings are in agreement with several reports documenting the beneficial effects of playing video games for attention.

• In particular, previous studies have demonstrated that AVG-controlled training was causally linked to enhancements in spatial (e.g., peripheral target recognition) and temporal (e.g., attentional blink and backward masking reduction) attention.

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• AVGs are distinguished by NAVGs by such characteristics as:- game speed, - a high sensory-motor load- presentation of multiple, peripheral stimuli.

• AVG players: - constantly receive both external and internal feedback on their performance, producing learning. - perform better at tasks requiring both distributed and focused visual spatial attention.- also react more quickly to stimulus targets preceded by spatiotemporal cues, suggesting a more efficient alerting system.- have faster response times without a loss of accuracy.

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CONCLUSION • Previous studies have suggested that visual attention could be crucial for learning letter identities and their relative positions (orthographic processing) independently of language knowledge.

• Our findings—supported by results showing that attention can be studied and efficiently trained during infancy—pave the way for low-resource-demanding early prevention programs that could drastically reduce the incidence of reading disorders.

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THE END

Antonio Ereditario 807521 e Paolo Frascarolo 805583 Cognizione e Linguaggio - Università degli Studi Milano Bicocca Anno accademico 2015/2016