M8, T3, Dyslexia, attention and video game training Flashcards
Franceshini et al 2013, research questions
- Attentional dysfunction has been associated with developmental dyslexia in some individuals (Vidyasagar & Pammer, 2010)
- Reading might require efficiently orienting and focusing attention on relevant letters and words for correct grapheme to phoneme conversion
- Video game training alters visual attention (Green & Bavelier, 2003)
- Therefore, could training dyslexic children on visual attention abilities using action video games improve reading outcomes?
Franceshini et al 2013, general method
- Assessed attention and reading skills in 20 dyslexic children before and after playing video games (none had experience playing action video games).
- Trained 10 children with an action video game, and 10 children with a non-action video game
- The two groups of children were matched on IQ, age, reading and phonological skills
- The two groups did not differ in their attentional or reading skills when both were measured prior to training
Franceshini et al 2013, general method, participants and games
- Tested attention/reading (pre-test)
- Participants played 12 hours of video games across 9 days (9 x 80 mins daily).
-> Mini games from Rayman’s Raving Rabbids 10 action genre games and 10 non-action genre games (training) - Tested attention/reading (post-test)
Attention measures Franceshini et al 2013
Focused attention task
Distributed attention task
Cross modal attention task
Franceshini et al 2013 focused attention task
- Keep eyes on fixation point
- See a red dot
- See a string of letters like symbols followed by a mask
- Indicate the symbol that was in the same location as the red dot
- Requires orienting of narrow attention
Franceshini et al 2013 distributed attention task
- Keep eyes on fixation point
- See a string of letters like symbols
- See a red dot followed by a mask
- Indicate the symbol that was in the samelocation as the red dot
- Requires broad attention
Franceshini et al 2013 cross modal attention task
- Participants hear an auditory cue coming from left hand, right hand, or both sides of side screen
- Target (picture of a dog) appears in one of the two circles
- Press a button when the dog appears
- Compare RTs for times where dog appeared on same (valid) versus different side (invalid) of screen to sound
- Measures attention orienting in response to sound
Franceshini et al 2013, reading measures
Reading measures included:
- Pseudo-word reading (non-lexical): Read non-words to assess phonological decoding
- Word text reading (lexical): reading fluency and errors in age standardized passages to measure “reading inefficiency”
General reading ability score calculated using both tasks.
- Ratio of the time taken to read an item by the accuracy of reading the item
Franceshini et al 2013 summarised results
- Children playing AVGs showed significant improvements (in accuracy) in both the focused and distributed attention tests compared to the children playing NAVGs
- Only AVGs showed improvements in the cross modal task for pre and post training
- Only AVG show a sig improvement for pre versus post test reading tasks
Franceshini et al 2013 in depth results
- Pseudo-word reading and word text reading were both significantly improved in the action video game group compared to the non-action video game group
- Increase in reading speed without a cost in accuracy
- Improvements in reading speed were bigger than those found with traditional treatments
- Follow up measures showed improvements still present 3 months after the study!
- Correlation between gains in attention and readingmeasures
- Attention improvement accounted for 50% unique variance in reading improvement
Franceshini et al 2013, conclusions
- AVG training can improve reading via lexical and non lexical routes
- Suggests that attention and orthographic processing are related
- Perhaps extra large spacing between letters for dyslexic children can aid in attentional focusing and reading
- Demands of the video-game are vital for determining improvement (i.e. action over non action games)
- Action; visuo-motor control, precise aiming
- Non-action: fast motor action but not so much control