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The study suggests game-based interventions may support phonological development, though methodological limitations 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Persekutuan62604 Putrajaya.Tel:03-88846425Faks:03-88846284                   \nTARIKH:05 JUN 2024(RABU)  \nUTUSAN M'SIA  \nBERITA HARIAN  \nN.STRAITS TIMES  \nTHE STAR  \nCan video games help childrenat risk of dyslexia with reading?  \nNST slu|2024   ·12  \nDYSLEXIAis typically diagnosed oncechildren start learning to read in ele-mentary school.But it is possible toidentify children at risk earlier.  \naction video game 'Space Invaders  \nwere betterable than others to breakdown spoken words into phonemes.They were much more phonologi-cally aware than their peers.  \nExtreme 2'for45minutes,four times  \na week,for a month and a half,while  \nthe second group played a series of  \nWith this in mind,a  \nSurprisingly,the researchersfound that this phenomenon wasstill visible six months after the endof the experiment.They conclude thataction video games like'Space Invad-ers Extreme 2'had alasting effect onchildren's phonological development.  \nmini-games.  \nFrench-Italian research  \nChildren in the third  \ngroup attended phonologi-  \nteam set out to determine  \nwhether playing video  \ncal training with a speech  \ngames could help over-  \ntherapist,while those in  \ncome cognitive deficits  \nthe fourth group received  \nHeal  \nassociated with dyslexia  \nno specifictreatment.  \nin preschool children  \nThe effectiveness of  \nAlthough this research has meth-odological limitations,it opens thedoor to new methods of interventionfor children with learning difficul-ties,who may eventually becomedyslexic.  \nexhibiting such deficits.  \nthe different experimen-  \nTo do this,the academ-  \ntal protocols on the chil-  \nics conducted an experi-  \ndren was assessed through  \nment with 20 preschool chil-  \ntests measuring phonologicalawareness,phonological workingmemory and rapid naming abilities.  \ndren,aged 5 to 6,79 of whom wereidentified as being at risk of dyslexia.They divided them into four groups.  \nCertain video games could helpthem improve the cognitive skillsneeded to acquire reading skills.j  \nIt emerged that children who hadplayed 'Space Invaders Extreme 2'  \nThe first group had to play the  \n# SINAR HARIAN","cbCaiqYtMPah9S6L","https://ap.wps.com/l/cbCaiqYtMPah9S6L","pdf",252203,"English","# Study question and background\n## Participants and risk identification\n## Game intervention and training groups\n## Assessment methods and measured outcomes\n## Findings and follow-up impact\n## Limitations and implications for intervention","[{\"question\":\"When can children at risk of dyslexia be identified, according to the text?\",\"answer\":\"Dyslexia is typically diagnosed once children start learning to read in elementary school, but the text notes it is possible to identify risk earlier.\"},{\"question\":\"What did the researchers use to assess the children’s learning-related abilities?\",\"answer\":\"Children were assessed with tests measuring phonological awareness, phonological working memory, and rapid naming abilities.\"},{\"question\":\"What lasting effect did Space Invaders Extreme 2 have after the experiment?\",\"answer\":\"The researchers found the improvement pattern was still visible six months after the experiment ended, suggesting a lasting effect on phonological development.\"}]","Can Video Games Help Children at Risk of Dyslexia with Reading? - Impact on Phonological Development | PDF"]