Early Literacy Skills in Digital Games

IF 2.8 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Nergiz Teke, Tuğba Baş
{"title":"Early Literacy Skills in Digital Games","authors":"Nergiz Teke,&nbsp;Tuğba Baş","doi":"10.1111/ejed.70173","DOIUrl":null,"url":null,"abstract":"<p>Early literacy skills, the basis of literacy skills, can be introduced to children through various stimuli and are supported by digital games with the increasing use of technology. This study aims to investigate the games children can download from the Play Store, which has high accessibility and allows them to play offline many times, regarding early literacy skills. In this context, 183 digital games for children that can be played offline were identified in the Play Store. The download rates of these games were analysed, and the 30 digital games with the highest number of downloads (games with over 50 million downloads) were identified, and these games were downloaded and played. Then, the researchers created the ‘Early Literacy Skills in Digital Games Evaluation Form’ to examine the games' early literacy skills. These games were analysed using a content analysis method. As a result of the analysis, it was found that the least common early literacy skills in digital games were alphabet knowledge and phonological awareness. The most common early literacy skills were print awareness (limited to sentences and instructions in the games and object naming) and listening comprehension skills. Receptive vocabulary was the most common early literacy skill in the digital games analysed. In addition, no activity to support expressive vocabulary knowledge was found in any of the games analysed. This research assesses the role of digital games in early literacy and provides insights for improving educational technology and game design.</p>","PeriodicalId":47585,"journal":{"name":"European Journal of Education","volume":"60 3","pages":""},"PeriodicalIF":2.8000,"publicationDate":"2025-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/ejed.70173","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Journal of Education","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/ejed.70173","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

Early literacy skills, the basis of literacy skills, can be introduced to children through various stimuli and are supported by digital games with the increasing use of technology. This study aims to investigate the games children can download from the Play Store, which has high accessibility and allows them to play offline many times, regarding early literacy skills. In this context, 183 digital games for children that can be played offline were identified in the Play Store. The download rates of these games were analysed, and the 30 digital games with the highest number of downloads (games with over 50 million downloads) were identified, and these games were downloaded and played. Then, the researchers created the ‘Early Literacy Skills in Digital Games Evaluation Form’ to examine the games' early literacy skills. These games were analysed using a content analysis method. As a result of the analysis, it was found that the least common early literacy skills in digital games were alphabet knowledge and phonological awareness. The most common early literacy skills were print awareness (limited to sentences and instructions in the games and object naming) and listening comprehension skills. Receptive vocabulary was the most common early literacy skill in the digital games analysed. In addition, no activity to support expressive vocabulary knowledge was found in any of the games analysed. This research assesses the role of digital games in early literacy and provides insights for improving educational technology and game design.

Abstract Image

数字游戏中的早期读写技能
早期识字技能是识字技能的基础,可以通过各种刺激向儿童介绍,并通过越来越多地使用技术的数字游戏来支持。本研究旨在调查儿童可以从Play Store下载的游戏,这些游戏具有很高的可访问性,并允许他们多次离线玩,与早期读写技能有关。在此背景下,在Play Store中确定了183款可以离线玩的儿童数字游戏。我们分析了这些游戏的下载率,并确定了30款下载量最高的数字游戏(游戏邦注:即下载量超过5000万的游戏),并对这些游戏进行了下载和体验。然后,研究人员创建了“数字游戏中的早期读写技能评估表”来检查游戏的早期读写技能。使用内容分析法对这些游戏进行分析。分析结果发现,数字游戏中最不常见的早期识字技能是字母知识和语音意识。最常见的早期读写能力是文字意识(仅限于游戏中的句子和说明以及物体命名)和听力理解能力。接受性词汇是所分析的数字游戏中最常见的早期读写技能。此外,在分析的任何游戏中都没有发现支持表达性词汇知识的活动。该研究评估了数字游戏在早期读写能力中的作用,并为改进教育技术和游戏设计提供了见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
European Journal of Education
European Journal of Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
4.50
自引率
0.00%
发文量
47
期刊介绍: The prime aims of the European Journal of Education are: - To examine, compare and assess education policies, trends, reforms and programmes of European countries in an international perspective - To disseminate policy debates and research results to a wide audience of academics, researchers, practitioners and students of education sciences - To contribute to the policy debate at the national and European level by providing European administrators and policy-makers in international organisations, national and local governments with comparative and up-to-date material centred on specific themes of common interest.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信