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Recent developments on apps targeting reading difficulties

dc.contributor.authorSucena, Ana
dc.contributor.authorMarques, Cátia
dc.contributor.authorFalcão-Carneiro, João
dc.contributor.authorAbreu, Paulo
dc.contributor.authorRestivo, Maria Teresa
dc.date.accessioned2024-07-03T14:58:30Z
dc.date.available2024-07-03T14:58:30Z
dc.date.issued2023-03-22
dc.description.abstractSeveral studies have proved the efficacy of computer-assisted interventions in Education, but few studies have so far evaluated its impact on reading acquisition. In this study, we aim to provide a recent overview regarding effective serious games to promote reading acquisition. GraphoGame was the pioneer tool with positive effects in reading acquisition in different orthographies. This game is organized according to a hierarchy of levels and items with increasing difficulty. Children’s progress along the game depend upon their learning. This game has several advantages such as the ludic component of teaching and the immediate feedback. The I Read game is a more recent app developed to promote reading acquisition. The I Read includes timed games to be played with positive reinforcement strategies. This app includes precise feedback – 1 to 3 stars – depending on the child’s performance. The Piggy Bank app is an application focused on spelling acquisition. This App adds a new dimension of interactivity regarding the previous. It was developed with a response selection associated with an accelerometer that allows the child to choose the accurate items by moving the screen. This study intends to contribute to support educators so they may access reliable tools to promote reading and spelling acquisition, as well as to inspire colleagues in developing new technology-based tools to promote reading acquisition.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationSucena, A., Marques, C., Falcão-Carneiro, J., Abreu, P., & Restivo, M. T. (2023). Recent developments on apps targeting reading difficulties. Em M. E. Auer, W. Pachatz, & T. Rüütmann (Eds.), Proceedings of the 25th International Conference on Interactive Collaborative Learning (ICL2022) (pp. 692–700). Springer International Publishing. https://doi.org/10.1007/978-3-031-26876-2_65pt_PT
dc.identifier.doi10.1007/978-3-031-26876-2_65pt_PT
dc.identifier.isbn978-3-031-26875-5
dc.identifier.isbn978-3-031-26876-2
dc.identifier.urihttp://hdl.handle.net/10400.22/25730
dc.language.isoengpt_PT
dc.publisherSpringerpt_PT
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-031-26876-2_65pt_PT
dc.subjectSerious games Readingpt_PT
dc.subjectComputer-assisted interventionspt_PT
dc.subjectSpellingpt_PT
dc.subjectReading difficultiespt_PT
dc.titleRecent developments on apps targeting reading difficultiespt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.endPage700pt_PT
oaire.citation.startPage692pt_PT
oaire.citation.titleLearning in the Age of Digital and Green Transition, Proceedings of the 25th International Conference on Interactive Collaborative Learning (ICL2022), Volume 1pt_PT
oaire.citation.volume1pt_PT
person.familyNameSucena
person.givenNameAna
person.identifier773106
person.identifier.ciencia-id4A11-4C4E-038B
person.identifier.orcid0000-0002-5785-8679
person.identifier.scopus-author-id13004264100
rcaap.rightsclosedAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublication9c5d0144-b192-4b39-93a2-9a298a5ced2b
relation.isAuthorOfPublication.latestForDiscovery9c5d0144-b192-4b39-93a2-9a298a5ced2b

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