Using game‐based learning to support struggling readers at home

Significant numbers of children (6% of 11‐year‐olds) have difficulties learning to read. Meanwhile, children who receive appropriate support from their parents do better in literacy than those who do not. This study uses a case study approach to investigate how digital games designed to support struggling readers in school were used at home, by the parents of six children to support their children’s literacy. Mostly, the children enjoyed playing the games and believe that it helped improve their reading. The parents all valued the opportunity to participate in their child’s learning and believe that the games’ approach to learning is effective. The study considers key influences on the successful use of games to support struggling readers (repetition, feedback, motivation, self‐efficacy, parental beliefs) and raises questions, further consideration of which might usefully inform the future development of effective game‐based learning.

[1]  Zühal Okan,et al.  Edutainment: is learning at risk? , 2003, Br. J. Educ. Technol..

[2]  Matthew C. Makel,et al.  Growing up digital , 2020, Transformative Digital Humanities.

[3]  M. Lepper Microcomputers in education: Motivational and social issues. , 1985 .

[4]  Sandra Leanne Bosacki,et al.  Education, Entertainment, and Learning in the Home , 2005, Education and Information Technologies.

[5]  Christopher Abbott,et al.  E-inclusion: Learning Difficulties and Digital Technologies , 2007 .

[6]  Sharon K. McDonough,et al.  Practical Guidelines for Evaluating Educational Software , 2000 .

[7]  K. Stanovich Progress in Understanding Reading: Scientific Foundations and New Frontiers , 2000 .

[8]  D. Schunk,et al.  Risk Taking: Theoretical, Empirical, and Educational Considerations , 1991 .

[9]  A. McFarlane,et al.  Report on the educational use of games , 2002 .

[10]  G. Crozier Is it a case of 'We know when we're not wanted'? The parents' perspective on parent-teacher roles and relationships , 1999 .

[11]  C. DesForges,et al.  The Impact of Parental Involvement, Parental Support and Family Education on Pupil Achievement and Adjustment: a literature review , 2003 .

[12]  B. Zimmerman,et al.  Self-Efficacy: An Essential Motive to Learn. , 2000, Contemporary educational psychology.

[13]  Ann M. Anderson,et al.  Parents' Beliefs About Young Children's Literacy Development And Parents' Literacy Behaviors , 2006 .

[14]  John Bynner,et al.  Illuminating Disadvantage: Profiling the experiences of adults with Entry level literacy or numeracy over the lifecourse , 2008 .

[15]  Joseph R. Boyle Reading Strategies for Students With Mild Disabilities , 2008 .

[16]  Christopher Spencer,et al.  Learning a new area with and without the use of tactile maps: a comparative study , 1985 .

[17]  David J. Miller,et al.  Using a games console in the primary classroom: Effects of 'Brain Training' programme on computation and self-esteem , 2010, Br. J. Educ. Technol..

[18]  S. Freitas Learning in immersive worlds: A review of game-based learning , 2006 .

[19]  Steven A. Stahl,et al.  Fluency: A review of developmental and remedial practices. , 2003 .

[20]  Anne Elliott Screenplay: Children and Computing in the Home , 2005, Education and Information Technologies.

[21]  Jack Sanger Young Children, Videos and Computer Games: Issues for Teachers and Parents , 1997 .

[22]  S. Hollingworth,et al.  An exploration of parents' engagement with their children's learning involving technologies and the impact of this in their family learning experiences , 2009 .

[23]  J. Willis What Brain Research Suggests for Teaching Reading Strategies , 2009 .

[24]  The Catch Up Project: a reading intervention in Year 3 for Level 1 readers (Research Note) , 2000 .

[25]  J. Torgesen Recent Discoveries from Research on Remedial Interventions for Children with Dyslexia , 2007 .

[26]  Pat Triggs,et al.  Researching mobile learning - interim report to Becta. Period: April-December 2007 , 2008 .

[27]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[28]  Greg Brooks What works for pupils with literacy difficulties? : the effectiveness of intervention schemes 3rd ed. , 2007 .

[29]  Rebecca Eynon Harnessing Technology: The Learner and their Context Mapping young people's uses of technology in their own contexts - a nationally representative survey , 2009 .

[30]  B. Shaywitz,et al.  Paying attention to reading: The neurobiology of reading and dyslexia , 2008, Development and Psychopathology.

[31]  Lyndsay Grant,et al.  Learning in Families: A review of research evidence and the current landscape of Learning in Families with digital technologies , 2009 .

[32]  K. Sylva,et al.  Training parents to help their children read: a randomized control trial. , 2008, The British journal of educational psychology.

[33]  M. Just,et al.  Modifying the brain activation of poor readers during sentence comprehension with extended remedial instruction: A longitudinal study of neuroplasticity , 2008, Neuropsychologia.

[34]  J. Gee,et al.  How Computer Games Help Children Learn , 2006 .

[35]  K. Wheldall,et al.  Components of effective early reading interventions for young struggling readers , 2010 .

[36]  Sherry Hsi,et al.  Conceptualizing Learning from the Everyday Activities of Digital Kids , 2007 .

[37]  Janet Goodall,et al.  Do parents know they matter? Engaging all parents in learning , 2008 .

[38]  K. Squire,et al.  HARNESSING THE POWER OF GAMES IN EDUCATION , 2003 .