Action video game training produces significantly larger phonemic awareness gains than waiting list, non-action serious games, and speech therapy in pre-readers at risk for dyslexia¶
Claim · All claims
Evidence · 1 study (2 entries) · causalr2·q3·i3large
Currency · newest study 2024 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q3 i3 At-risk pre-readers trained with action video games showed significantly larger pre-to-post gains in phonemic discrimination than waiting-list, serious non-action video game, and speech therapy groups. → Bertoni 2024
q3 i? Only the AVG group improved significantly from pre- to post-training on phoneme discrimination; each control group's paired change was non-significant. → Bertoni 2024 (2)
Evidence¶
Bertoni 2024¶
Bertoni, S., Andreola, C., Mascheretti, S., Franceschini, S., Ruffino, M., Trezzi, V., Molteni, M., Sali, M. E., Salandi, A., Gaggi, O., Palazzi, C., Gori, S. & Facoetti, A. (2024). Action video games normalise the phonemic awareness in pre-readers at risk for developmental dyslexia. npj Science of Learning 9, 25. https://doi.org/10.1038/s41539-024-00230-0
q3 · i3 · causal · r2
ANCOVA on individual gain (ΔT1-T0) in phonemic discrimination across the four training groups of at-risk pre-readers, with T0 score as covariate. The omnibus test was significant, "F(3,74) = 5.175, p = 0.003, ηp2 = 0.173", a large between-group effect.
"A statistically significant different individual gain (ΔT1-T0) between groups was found in PD (F(3,74) = 5.175, p = 0.003, ηp2 = 0.173)."
Bertoni 2024 (2)¶
Bertoni, S., Andreola, C., Mascheretti, S., Franceschini, S., Ruffino, M., Trezzi, V., Molteni, M., Sali, M. E., Salandi, A., Gaggi, O., Palazzi, C., Gori, S. & Facoetti, A. (2024). Action video games normalise the phonemic awareness in pre-readers at risk for developmental dyslexia. npj Science of Learning 9, 25. https://doi.org/10.1038/s41539-024-00230-0
q3 · i? · causal · r2
Bootstrap post-hoc pairwise comparisons after the significant omnibus ANCOVA. AVG gains exceeded "the WAIT (mean difference = 1.500...)", SNAVG and SPEECH, each pairwise difference significant at p < 0.05. No effect size was printed for the pairwise contrasts.
"Post-hoc analysis for 1,000 bootstrap resamples showed that individual gain after the AVG training was significantly higher compared to the WAIT (mean difference = 1.500, 95% CI = 0.391/2.785, p = 0.014), the SNAVG (mean difference = 1.015, 95% CI = 0.283/1.738, p = 0.009), and the SPEECH (mean difference = 0.818, 95% CI = 0.109/1.608, p = 0.039) groups."
Discussion¶
Learner Variables¶
- Phonological Awareness — outcome: instruction changes it
Related Claims¶
- Neither speech therapy nor serious non-action video games produced significant phonemic awareness gains in at-risk pre-readers — related
- Phonemic awareness improvements from AVG training are maintained at a 6-month follow-up — related
- Phonemic awareness gains after AVG training occur in more than 80% of at-risk pre-readers — related
- AVG training effects are specific to phonemic awareness, with no significant gains in phonological working memory or rapid automatized naming — related
- Fifty hours of action video-game training causally improves probabilistic inference in non-gamers, with better use of evidence only in the action-trained group — related
- Action video game training causally improves cognitive skills relative to active control training (small effect, g = 0.30) — related
- Six weeks of adaptive training produced a significant improvement in subtraction relative to a waiting control group — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
avg-training-phonemic-awareness-gains-at-risk-prereaders |
title |
Action video game training produces significantly larger phonemic awareness gains than waiting list, non-action serious games, and speech therapy in pre-readers at risk for dyslexia |
description |
Action video game training produces significantly larger phonemic awareness gains than waiting list, non-action serious games, and speech therapy in pre-readers at risk for dyslexia |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2024 |
generated |
by process:wiki-ingest on 2026-10-27 |
trust |
unverified — no one has confirmed this page's content |
sources |
2 — bertoni-2024, bertoni-2024-2 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.