action video game training in children with dyslexia

Authors
Category Primary study
Registry of TrialsANZCTR
Year 2018
INTERVENTION: The action video game (AVG) used will be the app 'Fruit Ninja'. This game requires participants to 'slice' as many fruit as possible. The idea is to increase the speed and accuracy of spatial and temporal attentional shifting.The Fruit Ninja app was selected on the basis that it follows the checklist developed by Green, Li, and Bavelier (2010) as having all four qualitative features of an AVG ‐ 1) having extraordinary speed in terms of transient events and velocity of moving objects; 2) a high degree of perceptual, cognitive, and motor load with an accurate motor plan; 3) spatial and temporal unpredictability; 4) emphasis on peripheral processing. There will be two AVG treatment groups. Adapted (eye‐movement‐controlled) and un‐manipulated versions of the Fruit Ninja app will be utilized as the two AVG training protocols. In the un‐manipulated version, participants use a computer mouse to 'slice' the fruit by moving the mouse across the fruit. In the adapted version, participants will be required to use their eye movements (monitored by the Gaze Point eye‐tracker) to 'slice' the fruit by making saccades across the fruit. Individual games vary in length depending on the mini‐game being played, and how successful the participant is in avoiding the 'bombs' and slicing all fruit. In the eye‐movement‐controlled version, conceptually and ecologically, the task performance should also be greatly reliant on fast efficient eye‐movements. Children will be trained in small groups (3‐4 children per group) at schools for 30 minutes per day, 5 days per week, for 2 weeks. Training will be overseen and administered by a psychologist with assistance from postgraduate research students. CONDITION: dyslexia poor reading reading impairment specific reading disorder PRIMARY OUTCOME: Comprehensive Test of Phonological Processing 2 (CTOPP‐2) Rapid Letter Naming & Rapid Number Naming subtests York Assessment of Reading for Comprehension (YARC; Australian edition) SECONDARY OUTCOME: Eye movements (recorded using gazepoint 150Hz eye tracker) during rapid naming FastaReada (Elhassan, Crewther, Bavin & Crewther, 2015). Flicker Fusion (Brown, Corner, Crewther, & Crewther, 2018) Flickering E (Kiely, Crewther, & Crewther, 2007) Inspection Time (Brown & Crewther, 2015) INCLUSION CRITERIA: Children who meet criteria for specific learning disorder in reading (i.e., dyslexia) according to standard diagnostic criteria (DSM‐5).
Epistemonikos ID: 4fc24a8ac2956b0c78959708054ecff08861d76a
First added on: Aug 24, 2024