M8, T3, Dyslexia, attention and video game training Flashcards

1
Q

Franceshini et al 2013, research questions

A
  • 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?
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2
Q

Franceshini et al 2013, general method

A
  • 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
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3
Q

Franceshini et al 2013, general method, participants and games

A
  • 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)
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4
Q

Attention measures Franceshini et al 2013

A

Focused attention task
Distributed attention task
Cross modal attention task

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5
Q

Franceshini et al 2013 focused attention task

A
  • 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
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6
Q

Franceshini et al 2013 distributed attention task

A
  • 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
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7
Q

Franceshini et al 2013 cross modal attention task

A
  • 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
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8
Q

Franceshini et al 2013, reading measures

A

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

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9
Q

Franceshini et al 2013 summarised results

A
  • 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
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10
Q

Franceshini et al 2013 in depth results

A
  • 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
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11
Q

Franceshini et al 2013, conclusions

A
  • 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
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