Using Game-Based Learning to Improve Boys' Literacy

Minda M. B. Marshall, Marinda Marshall
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Abstract

This chapter foregrounds an online gamified visual intelligence innovation (eyebraingym) developed to enhance visual processing skills, improve memory and vocabulary, and increase reading fluency. The explicit aim of the innovation is to improve comprehension towards visual intelligence. Ninety-eight Grade 8 learners at a South African Boy's School completed their online development during the 2021 academic year. These learners were part of a group of students participating in a whole school reading and literacy intervention program. The innovation is an integral part of this ongoing project. Their interaction with the innovation consists of 15 sessions completed once or twice a week for 20 – 40 minutes over five months. The results of the project are positive. It shows that most participating students improved their perceptual development and reading speed (VPF) and cognitive development and comprehension skills (CDF). In addition, these outcomes transferred to improved relative efficiency when working with information (AIUF).
利用游戏学习提高男孩的读写能力
本章介绍了一种在线游戏化视觉智能创新(eyebraingym),旨在提高视觉处理技能,提高记忆力和词汇量,并提高阅读流畅性。创新的明确目标是提高对视觉智能的理解。南非一所男子学校的98名8年级学生在2021学年完成了他们的在线开发。这些学习者是参加全校阅读和读写干预计划的一组学生的一部分。创新是这个正在进行的项目的一个组成部分。他们与创新的互动包括15个环节,每周完成一次或两次,每次20 - 40分钟,持续5个月。该项目的结果是积极的。结果表明,大多数学生的感知发展和阅读速度(VPF)以及认知发展和理解技能(CDF)都得到了提高。此外,这些结果转化为在处理信息(AIUF)时提高的相对效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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