The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Literature Search
2.2. Search Strategy and Screening Process
2.3. Eligibility Criteria
2.3.1. Inclusion Criteria
- A specific focus on an SG-based intervention;
- Participants must be primary or secondary school students;
- Participants must be students with a diagnosis of dyslexia and/or dysgraphia or identifiable as “poor readers” and/or “poor spellers”.
2.3.2. Exclusion Criteria
- Lack of a control group (i.e., groups that received treatment other than a serious game or no treatment);
- Lack of assessment of pre- and post-intervention outcomes;
- Lack of reading, writing, or comprehension of text as outcome measures;
- Use of technological tools that differ from SGs (e.g., videogames, robots, virtual reality, etc.);
- Where SG not used as an intervention tool, but for other purposes (for example, as an assessment tool);
- Focus on children affected by other disabilities or on children developing typically, without difficulties in reading and/or spelling acquisition;
- Systematic reviews, meta-analyses, non-journal papers, editorials, dissertations, theoretical or qualitative studies, single case studies, letters to authors, comments on published articles, and grey literature in general;
- Full text not available.
2.4. Study Selection and Data Extraction
2.5. Quality Assessment
3. Results
3.1. Data Extraction
3.2. Sample Characteristics and Demographic Information
ID | Authors | N | Gender | Age | Grade | Disorder/Difficulty | Language | Inclusion Criteria | Sample Size | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pre-Test | Post-Test | ||||||||||||||
TOT | CG | EG | Mean | SD | CG | EG | CG | EG | |||||||
1 | Salah et al. (2016) [32] | 36 | N/A | N/A | N/A | N/A | N/A | Primary (grade not specified) | Learning disorder | Arabic | Specific learning disorder with minimal knowledge of the Arabic alphabet | 18 | 18 | 18 | 18 |
2 | Görgen et al. (2020) [34] | 50 | ♂ = 28 ♀ = 22 | ♂ = 13 ♀ = 12 | ♂ = 15 ♀ = 10 | EG = 8.50; CG = 8.55 | EG = 0.67; CG = 0.66 | Second and third | Reading disorder | German | Mild reading deficit in German mother tongue | 25 | 25 | 25 | 25 |
3 | Ronimus et al. (2019) [35] | 37 | ♂ = 23 ♀ = 14 | ♂ = 11 ♀ = 9 | ♂ = 12 ♀ = 5 | 8.23 | 0.34 | Second | Poor readers | Finnish | Poor readers (moderate and severe reading difficulties), without a severe cognitive deficit | 20 | 17 | 20 | 17 |
4 | Ronimus et al. (2020) [36] | 70 | ♂ = 48 ♀ = 22 | N/A | N/A | 7,64 | 0.37 | First | Poor readers and poor spellers | Finnish | Native Finnish speakers with reading and spelling difficulties | 23 | 23 (with GL Reading SG) 24 (with GL Spelling SG) | 22 | 23 (with GL Reading SG) 24 (with GL Spelling SG) |
5 | Kashani-Vahid et al. (2019) [37] | 20 | ♂ = 20 ♀ = 0 | ♂ = 10 ♀ = 0 | ♂ = 10 ♀ = 0 | 8.10 | N/A | Primary (grade not specified) | Learning disorder | Arabic | Reading deficit | 10 | 10 | 10 | 10 |
6 | Salgarayeva et al. (2021) [38] | 36 | ♂ = 21 ♀ = 15 | ♂ = 10 ♀ = 8 | ♂ = 11 ♀ = 7 | 8.17 | 0.38 | Second | Poor readers and poor spellers | Kazakh | Reading and spelling difficulties in Kazakh mother tongue | 18 | 18 | 18 | 19 |
3.3. Type of Training
ID | Authors | CG | EG | Efficacy Results | Engagement | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Type of Pairing | Treatment | SG Name | Trained Skills | Tasks | Supervisor | Place of Intervention | Intervention Device | Duration of Training | |||||||
Duration in Weeks | Total Duration (in Hours) | No. of Sessions Per Week | Duration of Sessions (in Minutes) | ||||||||||||
1 | Salah et al. (2016) [32] | Randomized assignment | Traditional teaching support (presentation slides) | Super Alpha | Metaphonological awareness, reading, and neuropsychological skills |
| A tester (at the back of the class) for eventual technical details; a teacher to help them in case | School | Touchpad 7 (7 9.7-inch iPad Pro) | N/A | N/A | N/A | N/A | D > C in learning to read words of the Arabic alphabet | Good engagement |
2 | Görgen et al. (2020) [34] | Pseudo-randomized assignment based on the level of severity of the reading disorder and school grade | Non-specific digital training on logic and attentional skills | Meister Cody-Namagi | Metaphonological awareness and reading | Word/image matching | They told all parents that the children had to carry out the training on their own. However, they cannot exclude that there was parental support during the training. | Home | Tablet | 8.8 (SD = 0.76; range: 8–11) | N/A | 3.3 (SD = 0.38, range = 2–4) | 29.28 (SD = 1.31, range = 25–30) | D > C: reading complex and long words, identifying phonemes D = C: G–P mapping, comprehension of text, reading non-words, and simple and short words, syllable counting, and vowel length. | Children enjoyed the training |
3 | Ronimus et al. (2019) [35] | Randomized assignment | Traditional teaching support | GraphoLearn (GL) Reading | Reading skills |
| Teachers and parents | School and/or home | Tablet+ | 6 | 5.41 * | 5 | 10 | D > C: in word reading; D = C: in (untrained) writing, text comprehension, sentence reading speed | Good engagement and motivation to learn |
4 | Ronimus et al. (2020) [36] | Randomized assignment | Traditional teaching support | GraphoLearn (GL) GLReading and GL spelling | Metaphonological awareness and reading skill |
| Only a few caregivers reported sometimes helping children with training (10.8% of teachers and 26.9% of parents). | School and/or home | Computer | 6 | 5.44 | 2–3 sections for a day; the number of sections for the week is N/A | 20 * (range: 10–30) | D > C: reading only for those who use GL reading or with a high self-efficacy D = C: for those who use GL spelling or with low frequency | Self-efficacy was associated with reading gain and marginally with spelling gain. |
5 | Kashani-Vahid et al. (2019) [37] | Randomized assignment | Traditional teaching support (presentation slides) | Maghzineh | Memory and attention |
| N/A | N/A | Tablet or smartphone | 4 | 20 | 7 * | 43 * | D > C: reading, reading comprehension, language, and metaphonological awareness | |
6 | Salgarayeva et al. (2021) [38] | Randomized assignment | Traditional teaching support | Qazaqsha logoped | Metaphonological awareness and reading skills |
| Teachers and parents | School and/or home | N/A | 8 | N/A | 7 * | Range: 8–10 | D > C: reading accuracy D = C: writing, text comprehension, reading speed |
3.4. Quality Criteria for SGs
Quality Criteria | Quality Aspects | Description | Code | Salah et al. (2016) [32] | Görgen et al. (2020) [34] | Ronimus et al. (2019) [35] | Ronimus et al. (2020) [36] | Kashani-Vahid et al. (2019) [37] | Salgarayeva et al. (2021) [38] | |
---|---|---|---|---|---|---|---|---|---|---|
SERIOUS SECTION | Characterizing goal | Focus on the characterizing goal | Constant focus on the learning objective | 1.1.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Support players in learning | 1.1.b | N/A | N/A | N/A | N/A | N/A | ✓ | |||
Playful components must not hinder learning | 1.1.c | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Clear goals | Appropriate methods for learning area and age of players | 1.2.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Clarity of objectives | 1.2.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
The indispensability of the characterizing goal | The obligation of the serious section | 1.3.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
The necessity of achieving the goal | 1.3.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Feasibility of task execution | 1.3.c | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Methods | Correctness of the domain expert content | Correctness of learning content | 2.1.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
Correctness of technical language | 2.1.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Neutrality concerning irrelevant issues | 2.1.c | N/A | N/A | N/A | N/A | N/A | N/A | |||
Appropriate feedback on progress | Feedback on performance and progress | 2.2.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Visible results | 2.2.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Multimodal feedback | 2.2..c | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Appropriate rewards | Positive reinforcement | 2.3.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Quality | Proof of effectiveness and sustainable effects | Achieving the objective | 3.1.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
Retention of acquired learning | 3.1.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Awards and ratings | Evaluation of the quality of play through recognition by professionals or other players | 3.2.a | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ||
GAME SECTION | Enjoyment | Ensure player engagement and experience | Immersive experience | A.1.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Fun and involvement | A.1.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Flow experience | A.1.c | N/A | N/A | N/A | N/A | N/A | N/A | |||
Multiplayer experience | A.1.d | N/A | N/A | N/A | N/A | N/A | N/A | |||
Ensure flow | Alignment between player skill and sense of challenge | A.2.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Adaptation of difficulty level | A.2.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Fostering motivation to play | A.2.c | N/A | N/A | N/A | N/A | N/A | N/A | |||
Progression of difficulty level | A.2.d | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Variety of play | A.2.e | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Establish an emotional connection | Emotional engagement | A.3.a | ✓ | ✓ | N/A | ✓ | N/A | N/A | ||
Sense of control | Mastery of the game | A.4.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Support social interactions | Selection between single player and multiplayer | A.5.a | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ||
Ensure immersive experience | Multimodal sensory stimulations | A.6.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Full participation and involvement | A.6.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Media presentation | Attractive graphics | Graphics appropriate for the game purpose, application area, and target group | B.1.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
Clear and non-distracting interface | B.1.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Appropriate sounds | Appropriate music and sound effects | B.2.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Quality Criteria | Quality Aspects | Description | Code | Salah et al. (2016) [32] | Görgen et al. (2020) [34] | Ronimus et al. (2019) [35] | Ronimus et al. (2020) [36] | Kashani-Vahid et al. (2019) [37] | Salgarayeva et al. (2021) [38] |
---|---|---|---|---|---|---|---|---|---|
Integrated serious part with gameplay | Embedding characterizing goals into the gameplay | Synergy between learning and play | A.1.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Accordance between play elements and learning task | A.1.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Scientific foundation | Team working on game design | A.2.a | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | |
Literature review | A.2.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Interaction technology | Appropriate interaction technology | Appropriate technological tool of use | B.1.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Intuitive game mechanics and natural mapping | Presence of tutorials | B.2.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
Intuitive use of game controls | B.2.b | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
Adherence to reality | B.2.c | N/A | N/A | N/A | N/A | N/A | N/A | ||
No simplifying of the learning and/or training process due to technical features | Ease of use of the technological tool in achieving the objective | B.3.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
Impossibility of cheating | B.3.b | N/A | N/A | N/A | N/A | N/A | N/A | ||
Avoid adverse effects | Low risk of stress and mental and physical complications | B.4.a | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |
Absence of technical bugs | B.4.b | N/A | N/A | N/A | N/A | N/A | N/A |
3.5. The Procedure of Administration of SG Training
3.6. Evidence of Efficacy
3.7. Engagement Data
3.8. Risk-of-Bias Assessment
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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ID | Authors | Spelling | Reading | Reading Comprehension | Language | Metaphonological Skills | Engagement |
1 | Salah et al. (2016) [32] | N/A | + | N/A | N/A | N/A | + |
2 | Görgen et al. (2020) [34] | − | +/− | − | N/A | +/− | + |
3 | Ronimus et al. (2019) [35] | − | + | − | N/A | N/A | + |
4 | Ronimus et al. (2020) [36] | N/A | +/− | N/A | N/A | N/A | N/A |
5 | Kashani-Vahid et al. (2019) [37] | N/A | + | + | + | + | N/A |
6 | Salgarayeva et al. (2021) [38] | − | + | − | N/A | N/A | N/A |
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Marinelli, C.V.; Nardacchione, G.; Trotta, E.; Di Fuccio, R.; Palladino, P.; Traetta, L.; Limone, P. The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review. Appl. Sci. 2023, 13, 4512. https://doi.org/10.3390/app13074512
Marinelli CV, Nardacchione G, Trotta E, Di Fuccio R, Palladino P, Traetta L, Limone P. The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review. Applied Sciences. 2023; 13(7):4512. https://doi.org/10.3390/app13074512
Chicago/Turabian StyleMarinelli, Chiara Valeria, Giuliana Nardacchione, Eugenio Trotta, Raffaele Di Fuccio, Paola Palladino, Luigi Traetta, and Pierpaolo Limone. 2023. "The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review" Applied Sciences 13, no. 7: 4512. https://doi.org/10.3390/app13074512
APA StyleMarinelli, C. V., Nardacchione, G., Trotta, E., Di Fuccio, R., Palladino, P., Traetta, L., & Limone, P. (2023). The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review. Applied Sciences, 13(7), 4512. https://doi.org/10.3390/app13074512