Claims

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) · causal r2 · q3 · i3 large
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

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

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