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The Effects of a Game Application on Literacy Gains of Low-Literate Adult English Learners

Mon, April 8, 10:25 to 11:55am, Sheraton Centre Toronto Hotel, Floor: Lower Concourse, Osgoode Ballroom

Abstract

Almost 20 percent of the adult population in the United States are at the below basic level in their ability to read, and many of these are English learners. Given the personal and societal consequences of illiteracy, an exploratory single-case study was conducted to test the effectiveness of a game application designed to teach adults how to read. Nine English learners participated by playing the game across the eight-week study. Analyses showed: 1) large and statistically significant t-test increases from pretest to posttest on five distal reading measures; and 2) moderate to large effect sizes using the Tau statistic to analyze proximal measures across two game levels. These results suggest the potential impact gameplay may have on literacy outcomes.

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