Cognitive neuroscience

improvement of autonomous thinking in reading through video games

Auteurs

DOI :

https://doi.org/10.35699/1983-3652.2022.40506

Mots-clés :

Innovation, Reading, Reading difficulties, Videogames, Autonomous thinking

Résumé

With the objective to demonstrate the real hidden capacities of reading in students with difficulties of learning such as dyslexia with the use of videogames, we have carried out a study with grammar education students. In order to do this, we have revised some literature to present and justify the real case study of an 8-year-old child with reading difficulties. Videogames have been used to show how he has improved his learning. To do this, we have tested his capacities with a standarized reading test (DIP-le) and we have done a follow-up with a videogame called DytectiveU, which is supposed to overcome his dyslexia. We have verified, with he same test, that the more the child plays this game, the better reading capabilities and abilities he develops. Finally, we demonstrate and verify the benefits of using videogames in psycopedagogical diagnosis and psycopedagogical tracing. We expect to increase the use of videogames in psycopedagogical clinics due to their great benefits.

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Références

AULAGNIER, P. La violencia de la interpretación (2a ed, 1a reimp): Del pictograma al enunciado. Buenos Aires: Amorrortu, 1975.

CASAS DE PEREDA, M. En el camino de la simbolización: producción del sujeto psíquico. 1a ed. Buenos Aires: Paidós, 1999.

DERRIDA, J. De la gramatología. México: Siglo XXI, 1967.

GOODMAN, K. El proceso de lectura: consideraciones a través de las lenguas y el desarrollo. In: FERREIRO-GÓMEZ, P. (Ed.). Nuevas perspectivas sobre los procesos de lectura y escritura. Buenos Aires: Siglo XXI, 1980. p. 13–28.

HORNSTEIN, L. Aulagnier: sus cuestiones fundamentales. In: CUERPO, historia e interpretación. Buenos Aires: Paidós, 1994. p. 11–116.

RELLO, L.; BAEZA-YATES, R. How to present more readable text for people with dyslexia. Universal Access in the Information Society, v. 16, n. 1, p. 29–49, Mar. 2017. DOI: 10.1007/s10209-015-0438-8. Available from: http://link.springer.com/10.1007/s10209-015-0438-8. Visited on: 20 Sept. 2022.

RELLO, L.; SAGGION, H.; BAEZA-YATES, R. Keyword Highlighting Improves Comprehension for People with Dyslexia. In: PROCEEDINGS of the 3rd Workshop on Predicting and Improving Text Readability for Target Reader Populations (PITR). Gothenburg, Sweden: Association for Computational Linguistics, Apr. 2014. p. 30–37. DOI: 10.3115/v1/W14-1204. Available from: https://aclanthology.org/W14-1204. Visited on: 20 Sept. 2022.

WETTENGEL, L. Producción simbólica y lenguaje: algunas revisiones conceptuales. [S.l.]: Dto. de Publicaciones. Fac. Psicología, UBA, 1995.

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Publiée

21-09-2022

Comment citer

AGUADERO RUIZ, P. Cognitive neuroscience: improvement of autonomous thinking in reading through video games. Texto Livre, Belo Horizonte-MG, v. 15, p. e40506, 2022. DOI: 10.35699/1983-3652.2022.40506. Disponível em: https://periodicos.ufmg.br/index.php/textolivre/article/view/40506. Acesso em: 16 août. 2024.

Numéro

Rubrique

Dossier 2022: Neurosciences, neuroéducation, neurodidactique et technologie