ArticleFrontiers in psychology2018
The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy.
Article in Frontiers in psychology, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.
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Who cites it
2 citing papers in PubMed.
- Annotating digital text with phonemic cues to support decoding in struggling readers.PloS one · 2020Article
- Technology-Based Tools for English Literacy Intervention: Examining Intervention Grain Size and Individual Differences.Frontiers in psychology · 2019Article
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Authors and funding
7 authors.
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Abstract
In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting teachers in the teaching-learning process, but there are few interactive tools that effectively integrate tasks of direct instruction and good gameplay. This technical report describes an interactive digital game to engage students in the initial phase of reading skills acquisition, whose design incorporates evidence-based procedures. The game, called "The Adventures of Amaru," aims to promote word coding-decoding skills and vocabulary growth through teaching trials. We discuss the adaptation of reading teaching curricula, their limitations and future implications of the use of this game by children from a low-income background.
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