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Negative / Null Result ReportOpen accessPsychology· cited by 53

Neither action nor phonological video games make dyslexic children read better

Magdalena Łuniewska; Katarzyna Chyl; Agnieszka Dębska; Agnieszka Kacprzak; Joanna Plewko; Marcin Szczerbiński; Jakub Szewczyk; Anna Grabowska · 2018 · Scientific Reports

WASTE classifies this as Negative / Null Result Report · AI classification, approximate

The study found no significant effect — useful as a negative control or null benchmark for your own design.

Abstract

The prevalence and long-term consequences of dyslexia make it crucial to look for effective and efficient ways of its therapy. Action video games (AVG) were implied as a possible remedy for difficulties in reading in Italian and English-speaking children. However, the studies examining the effectiveness of AVG application in dyslexia suffered from significant methodological weaknesses such as small sample sizes and lack of a control group with no intervention. In our study, we tested how two forms of training: based on AVG and on phonological non-action video games (PNAVG), affect reading in a

Abstract by Magdalena Łuniewska; Katarzyna Chyl; Agnieszka Dębska; Agnieszka Kacprzak; Joanna Plewko; Marcin Szczerbiński; Jakub Szewczyk; Anna Grabowska, Scientific Reports (2018) — licensed CC BY 4.0.

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Metadata source: OpenAlex · DOI 10.1038/s41598-017-18878-7