Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 5 |
Descriptor
Educational Games | 5 |
Emergent Literacy | 3 |
Intervention | 3 |
Phonemes | 3 |
Program Effectiveness | 3 |
Foreign Countries | 2 |
Kindergarten | 2 |
Low Income Students | 2 |
Phoneme Grapheme… | 2 |
Phonological Awareness | 2 |
Reading Difficulties | 2 |
More ▼ |
Source
British Journal of… | 1 |
Early Education and… | 1 |
Preventing School Failure | 1 |
Reading Research Quarterly | 1 |
Scientific Studies of Reading | 1 |
Author
Lyytinen, Heikki | 2 |
Richardson, Ulla | 2 |
Alavoine, Edouard | 1 |
Albrand, Jean-Patrice | 1 |
Allor, Jill Howard | 1 |
Aram, Dorit | 1 |
Denny, R. Kenton | 1 |
Elimelech, Adi | 1 |
Gansle, Kristin A. | 1 |
Kärkkäinen, Tommi | 1 |
Lassault, Julie | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Education Level
Early Childhood Education | 2 |
Kindergarten | 2 |
Elementary Education | 1 |
Grade 1 | 1 |
Preschool Education | 1 |
Primary Education | 1 |
Audience
Location
France | 1 |
Netherlands | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Raven Progressive Matrices | 1 |
What Works Clearinghouse Rating
Niemelä, Marko; Kärkkäinen, Tommi; Äyrämö, Sami; Ronimus, Miia; Richardson, Ulla; Lyytinen, Heikki – British Journal of Educational Technology, 2020
Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing the computerized support for learning is that learning of skills varies between players. Appropriate algorithms are…
Descriptors: Educational Games, Game Based Learning, Learning Analytics, Reading Skills
Lassault, Julie; Sprenger-Charolles, Liliane; Albrand, Jean-Patrice; Alavoine, Edouard; Richardson, Ulla; Lyytinen, Heikki; Ziegler, Johannes C. – Scientific Studies of Reading, 2022
Purpose: This study was designed to assess the efficiency of a French version of "GraphoGame" (GG) against an equally engaging math intervention ("Fiete Math," FM) in a large school sample of children from socioeconomically disadvantaged neighborhoods in grade 1 (N = 921). Method: The intervention was implemented in two…
Descriptors: French, Educational Games, Low Income Students, Grade 1
Elimelech, Adi; Aram, Dorit – Reading Research Quarterly, 2020
The authors developed a digital spelling game to promote children's early literacy skills. Based on the dual-coding theory, the authors studied the benefits of auditory support alone versus auditory+visual support. Children played the game in three conditions: no support, hearing the whole word; auditory-only support, hearing a word segmented; and…
Descriptors: Educational Games, Video Games, Spelling, Emergent Literacy
van de Sande, Eva; Segers, Eliane; Verhoeven, Ludo – Early Education and Development, 2018
The current study used a dyadic and coconstructive approach to examine how to embed exercises that support executive functioning into early literacy instruction to empower its effects. Using a randomized controlled trial design with 100 children, we examined the effects of dyadic activities in which children scaffolded each other's learning and…
Descriptors: Kindergarten, Executive Function, Literacy Education, Emergent Literacy
Allor, Jill Howard; Gansle, Kristin A.; Denny, R. Kenton – Preventing School Failure, 2006
The authors demonstrate the use of curriculum-based measurement, specifically Dynamic Indicators of Basic Early Literacy Skills (DIBELS), to identify and evaluate the progress of 6 kindergarten students who are experiencing difficulty with phonemic awareness. The Stop and Go Game, a blending and segmenting intervention, is individually implemented…
Descriptors: Phonemes, Educational Games, Kindergarten, Intervention