Abstract

This study explores the neurocognitive predictors of response to intervention with GraphoGame Rime (GG Rime), an adaptive software game designed to aid the learning of English phonics. A cohort of 398 children (aged 6–7 years) who had participated in a recent randomised controlled trial (RCT) of GG Rime in the United Kingdom were studied. Half were randomly assigned to play GG Rime and the other half were assigned to Business As Usual (BAU). A series of pretests were given prior to the intervention to all participants, designed to measure phonological awareness skills, executive function (EF) skills and the ability to synchronise finger tapping to a rhythmic beat. Rhythmic synchronisation has been linked to reading readiness and early reading attainment, and is related to phonological awareness. Individual differences prior to the intervention in all three types of measure were significantly associated with progression through the game. Gender was also important for progression through the game, with boys progressing significantly further than girls. Vocabulary was not a predictor of progression through the game. Playing time, rhythmic synchronisation, phonological skills and EF skills did not differ by gender. Once playing time and non-verbal cognitive ability were controlled, phonological awareness, EF, rhythmic synchronisation and gender all remained significant predictors of progression through the game. In further analyses comparing these predictors, their interactions and controlling for the autoregressor of prior responsiveness to phonics instruction, phoneme awareness and EF skills were the strongest unique predictors. Analyses with the whole cohort (analysing BAU and GG children independently) showed that all neurocognitive measures contributed to progress in reading and spelling over the school year. We conclude that individual differences in phonological skills and EF skills predict which children will benefit most from computer assisted reading interventions like GG Rime. Further, boys respond better to this computerised intervention than girls. Accordingly, to be maximally beneficial to poor readers, the supplementary use of GG Rime in addition to ongoing classroom literacy instruction could be especially targeted to boys, but should be accompanied by a focus on developing both oral phonological awareness and EF skills.

Highlights

  • Digital learning apps such as computer-assisted reading interventions (CARIs) hold great promise for improving the literacy learning environments of young children (Bus et al, 2020)

  • The current study suggests that phonological awareness, executive function (EF) skills and rhythmic synchronisation skills all predict response to intervention with the GG Rime CARI

  • EF skills and the ability to synchronise finger tapping to a rhythmic beat were significant predictors of literacy outcomes, both for the GG Rime players and for the Business As Usual (BAU) children

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Summary

Introduction

Digital learning apps such as computer-assisted reading interventions (CARIs) hold great promise for improving the literacy learning environments of young children (Bus et al, 2020). It is possible that boys may benefit more from digital learning apps such as CARIs. Here, we use a recent RCT into the effectiveness of a CARI for teaching English phonics, GraphoGame Rime (GG Rime, see Worth et al, 2018; Ahmed et al, 2020), to identify which factors best predict response to literacy intervention with a CARI. We use a recent RCT into the effectiveness of a CARI for teaching English phonics, GraphoGame Rime (GG Rime, see Worth et al, 2018; Ahmed et al, 2020), to identify which factors best predict response to literacy intervention with a CARI We assess both classic neurocognitive predictors of reading development such as phonological awareness (Bus and van Ijzendoorn, 1999), and skills that lie in the domain of executive functions (EFs), such as sustained attention and the ability flexibly to operate the software. Gender was included as a predictor, to explore whether boys may benefit more from educational technologies than girls

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