five

EFFECTS OF AN ELECTRONIC GAME ON EARLY LITERACY SKILLS

收藏
DataCite Commons2022-06-06 更新2024-07-29 收录
下载链接:
https://scielo.figshare.com/articles/dataset/EFFECTS_OF_AN_ELECTRONIC_GAME_ON_EARLY_LITERACY_SKILLS/20006364
下载链接
链接失效反馈
官方服务:
资源简介:
ABSTRACT The attainment of the alphabetic principle is one of the earliest signs of successful literacy acquisition. Public school students from the Dominican Republic have low literacy skills, partly because of not being systematically exposed to the alphabetic principle while learning to read. This paper presents the results of an intervention to teach the alphabetic principle using a tablet-based game. Nineteen kindergarten students were randomly assigned to a control and an experimental group during the last month of the 2017 school year. Students from the experimental group played with the game for ten sessions of 20 minutes each. Students from the experimental group outperformed the control group in syllable recognition after the intervention. The intervention did not influence other reading skills. Automatic syllable identification has been shown to boost early literacy acquisition, although it is not sufficient for students to become fluent readers.
提供机构:
SciELO journals
创建时间:
2022-06-06
5,000+
优质数据集
54 个
任务类型
进入经典数据集
二维码
社区交流群

面向社区/商业的数据集话题

二维码
科研交流群

面向高校/科研机构的开源数据集话题

数据驱动未来

携手共赢发展

商业合作