gbl neurogames
TRANSCRIPT
Can Literacy and Numeracy be improved using computer games?
Jonathan Reed and Misbah Khan
About me: Dr Jonathan Reed
Child Neuropsychology ;Study of child’s brain and psychological development and how they interact- see Reed and Warner Rogers – Child Neuropsychology 2008
Recolo – Child neuropsychological rehabilitation.
How the project came about
Know quite a bit about how children develop
Believe games and play are important ways for children (everyone) to learn.
How to integrate these ideas and disseminate this knowledge
Reading – quick summary
Reading- requires cracking the code between groups of symbols (letters) and sounds (phonemes).
There are 44 phonemes to learn in English
Need to blend the sounds together to read words
Need to automatically learn to recognise words to read fluently
The case for phonics
Children’s phonological awareness predicts reading ability in longitudinal studies (Maclean, Bryant and Bradley 1987).
Training children in phonological awareness improves reading development by up to 12 months compared to controls – (Bradley and Bryant 1983)
Most European languages have a simple phonological structure CV- Children in Greece (98%) and Italy (95%) learn to read with almost 100 % accuracy in first year in school. This is compared to English which has complex phonological structure (only 34% accuracy in first year)
The Brain areas involved in reading
3 main areas:
Parieto-temporal region for word analysis
Occipito-temporal region for word form
Inferior frontal gyrus for word articulation and analysis; Shaywitz 2003
Intervention
Meyler 2008 shows poor activation of left brain areas in poor readers.
100 hours of phonics training.
Activation in left brain areas.
Gains maintained 1 year later.
Maths facts
Know the developmental stages in maths (Gelman & Gallistel 1978):
Learn that number words follow a set order
Learn that each number is only linked to one object (1 to 1 correspondence)
Learn that number of objects by the last number word (cardinal principal)
Learn to add on numbers
Brain Area Neumerosities: Key
concept: Automatically recognisisng the numbers in a set (Butterworth 2008).
Present in very young children.
Associated with Intraparietal Sulcus
Maths development
Following development of basic understanding – need to learn automatic number bonds.
This reduces reliance on working memory.
Therefore know quite a lot about how reading and maths develop
Why do so many children still have difficulties learning (e.g. 16% children have difficulties reading at KS1)
What can we do about it ?
Advantages of Computer games in learning
Motivation (games designers are experts at motivation)
Allows a standardised evidence based approach
Disseminating information
Removing Social Anxiety (can learn at own pace)
Lends itself to research
Neurogames
Created four games to help children develop maths and literacy
Key Neurogame features
Based on neuropsychological theory
Rewards at different levels
Follows Developmental sequence
Based on error free learning technique
Bright engaging graphics
Designed by Media Kitchen
Literacy 1 letter lilies
Reward page
Literacy word patch
Numeracy – Tomato tumble
Numeracy- Nutty Numbers
Misbah Khan
Need to research whether the games work.
Misbah undertaking a research degree .
Able to independently assess the games effectiveness.
Aim/ Hypothesis
Aims to investigate if short term exposure to the Neurogames, improves Reading and
Mathematic abilities
Methodology 1
Materials:
4 subtests of the WPPSI - to indicate IQ
WIAT Subtests - Literacy and Mathematics ability.
Neurogames – presented on a laptop
Participants: Twenty 4-6yrs Subjects.
Methodology 2
Ethics/ Information sheet, letters, consent form.
20 subjects given WPPSI (IQ) and WIAT tests.
10 matched subjects play the games for 6 weeks.
20 subjects re-tested with WIAT.
Analysis
Statistical Analysis.
A series of independent samples t-tests were conducted.
Showed there was no significant difference in pre test mathematics, reading and IQ scores between the experimental groups and the control groups
Analysis 2
Paired sample t-tests was conducted to compare mathematics scores and reading scores before
and after exposure to the Neurogames
This showed mathematics and reading scores significantly improved following exposure to
the Neurogames.
Table of pre and post test scores
Pre-test Post-test
N 10 10
Mean Mathematics Score
102.20 123.70
SD 12.506 11.441
Mean Reading Score 101.70 114.19
SD 11.719 16.901
Analysis 3
Independent samples t-tests - to compare post test mathematic and reading scores between the
experimental and control groups
Post test mathematic scores were significantly higher for the experimental group than the control group.
Post test reading scores were higher for the experimental group than the control group, however this difference
was not significant
Scores of experimental group compared to control group
Experimental GroupExposed to Neurogames
Control GroupNot exposed to Neurogames
N 10 10
Mean post-test Mathematic score
123.70 109.90
SD 11.441 13.287
Mean post-test Reading score 114.90 109.10
SD 16.901 15.878
Other Findings
There was no significant
difference in changed
mathematic or reading
scores between males
and females.
The initial IQ subtest
score did not significantly
correlate with either level
of improved reading or
mathematics scores.
Conclusions
Shows Neurogames are effective in improving reading and maths significantly after brief intervention.
Can create games based on Developmental Neuropsychological theory.
By basing on theory also shown that they can be very effective in improving learning.
Need to expand and replicate- small sample
Need to try with children who find learning difficult- Dyslexia, dyscalculia, ADHD, Intellectual delay
Need to try with longer exposure -other intervention studies use 100 hours- this study based on approx 12 hours.
Potential
Idea of brain plasticity- some areas of the brain more open to intervention than others.
We know more about some areas of neuropsychological development.
Key candidates: Vocabulary, Working memory, Attention, Visual Motor ability, knowledge (semantic memory).
How do we create games for younger children. Think developmentally. Repeat activities. Simple rewards. Touch screen – ipad.