the effect of using digital game based learning in primary classes with incluslive education
the effect of using digital game based learning in primary classes with incluslive education
10(2)
Abstract
This study investigates the effectiveness of digital games designed specifically for the
formation of correct reading skills in the learning of the Latin alphabet by learners with special
educational needs in primary school. Learners participating in the study (N = 36) were randomly
selected from primary school with inclusive education. During an 8-week intervention for the
training group in addition to school provided support were used digital game-based learning to
teach correct reading the Latin alphabet, and the control group continued receiving only school-
provided support. These activities were conducted under the supervision of their parents and
teachers, both at school and at home. The results showed that the level of reading skills of learners
in the training group, which used digital game, based learning to teach reading in Latin, developed
significantly faster compared with the level of learners in the control group. In addition,
in comparison with the results of training learners in the school curriculum before the study,
during the digital game based learning intervention, it was found that their reading development
was significantly faster. During the study, there was an increase in interest of learning learners in
the training group, and there was observed no change in the motivation of learners in the control
group. However, the increased interest of learners is mainly because parents allow them to extend
the time of using digital devices for education. The results of the 8-week study showed that the
exercise of letters, sounds, syllables, words with digital game based learning contributes to
improving the learning skills of learners, especially those in need of special education. The results
of research on the use of digital game based learning in order to respond the needs of learners with
special educational needs can be used for further development of learners.
*Corresponding author
E-mail addresses: [email protected] (G.I. Salgarayeva), [email protected] (G.G. Iliyasova)
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1. Introduction
In Kazakhstan, there are 39 special kindergartens and 315 special groups, involving more
than 15,000 preschool children, as well as 106 special schools and 1,219 special classes in general
education schools, involving 25,000 learners with special educational needs. Currently,
17 rehabilitation centers, 133 psychological and pedagogical correction offices and 558 speech
therapy school centers provide correction-pedagogical support to children with special educational
needs (Kenesbayev et al., 2017).
Among the technologies being developed for use in education, a special place is occupied by
digital technologies to support learners with special educational needs (Tombak, Ateşkan, 2019).
Digital technologies, in particular, special training programs and mobile applications can become
an auxiliary tool in all conditions of life (Salgarayeva et al., 2020). One of the important tools of the
technology product that is used to increase learners' interest in learning when teaching the
alphabet to primary school learners is digital game-based learning (Prensky, 2001; Gee, 2007).
Digital game-based learning is used as a convenient, interactive advanced learning method for
learners (Chu, Chang, 2014; Prensky 2003). In addition, digital games can be considered as an
independent form of educational technology, these games aim to increase the interest of learners in
learning by including in the content of training game elements such as idea, special rules,
achievement of goals, privacy, control to achieve educational goals (Garris et al., 2002; Hwang et
al., 2012; Hwang et al., 2013).
According to researchers and practitioners in the educational sector, this approach of
learning involves solving individual problems (Hwang et al., 2014), forming and developing
reading skills (Hwang et al., 2017, Yang et al., 2013) of learners with special educational needs.
Digital games have a special interest in teaching children through tasks that are presented
and designed at a high level, in accordance with the age characteristics of learners. A meta-analysis
of the impact of digital game-based learning (Wouters et al., 2013) showed that their effect is
higher than simple instructions that are provided in terms of teaching. However, the analysis of
Girard et al. (2012) indicated that more research, comparable to other forms of learning, is needed
to better generalize about the effects of digital games. Additional research is also needed to
determine the impact and effectiveness of digital games should be conducted specifically for a
group of learners with special educational needs (Ke, Abras, 2013). Digital games can provide the
formation of certain skills of learners with special educational needs through individual adaptive
learning, which is not fully implemented during simultaneous training with all learners in an
inclusive educational environment. It is worth taking into account the fact that children with
special educational needs have a problem of inhibition of motivation (Chapman et al., 2000;
Morgan, Fuchs, 2007; Mol, Bus, 2011), which is another reason for using digital games to
effectively increase their interest in receiving new knowledge (Ke, Abras, 2013; Rosas et al., 2003).
The game has a special place in building reading skills for students with special educational needs
(Van de Ven et al., 2017; Van Gorp et al., 2016).
Since digital games in mobile devices are very popular among children aged 6-8 years,
researchers believe that the process of developing and planning the further distribution of
educational digital games is an important objective.
Although digital games on mobile devices are very popular among children aged 6-8 years
(Fromme, 2013), researchers believe that developing digital games for educational purposes and
developing their distribution requires careful planning. Learning strategies need to be effectively
integrated into game content, otherwise the impact of digital game-based learning can have a
negative impact on learning and motivating learners.
In our study, we consider the issue of training with the digital game-based learning for the
teaching of children with special needs, which is still insufficiently studied. This study was aimed at
raising the level of knowledge about the effectiveness of digital games designed to prevent and
eliminate speech impairment in students with general underdevelopment of speech, especially to
support children with special educational impairments.
To develop the design and content of educational digital games, a consultation was held with
narrow specialists, such as a Speech therapist, Psychologist, and Children's doctors. These
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specialists shared their many years of experience working with children with impaired language,
reading and speech from an early age. Digital games designed to teach the Latin alphabet not only
teach children the printed and written forms of the alphabet, but also help to restore the overall
development of colloquial speech of students. Performing tasks set in digital games, students learn
to pronounce individual sounds correctly, master the phonetic structure of words.In this study,
we determined the effectiveness of games in education and assessed the degree of involvement of
students with special needs in the educational process.
2. Discussion
Today, the presence of developmental delay in learners with special educational needs in
reading and speaking is one of the most common problems in learning (Chapman et al., 2000;
Morgan, Fuchs, 2007; Mol, Bus, 2011). Reading instruction depends on the language we are
learning. Therefore, there is a definite connection between teaching, learning, and overcoming
difficulties encountered in the learning process.
Children with general speech underdevelopment are students aged 4-8 years with speech
defects, but with normal hearing and intelligence. Speech disorders are diverse, they can be
manifested in a violation of pronunciation, grammatical structure of speech, poverty of the
vocabulary, as well as in violation of the pace and smoothness of speech (Vakulenko, 2018).
It is noted that many primary school learners who had problems with spoken language at the
stage of preschool childhood, despite overcoming them in the process of correctional work,
experienced certain difficulties in mastering writing and reading (Grushevskaya, 1989; Kornev,
1997).
In this regard, increasing a number of studies in the sector of digital technologies in the
educational process of preschool and elementary grades. The analyze of literature on the research
topic, the impact of digital learning games on the learner's reading skills was examined in detail.
For instance, Li and Tsai (2013) found that these games are designed to develop a learner’s reading
skills. Cheng et al. (2015) indicated that researchers focused on the role of digital game-based
applications for learning in improving the formation of student's learning skills.
The level of reading skills in primary school students is observed in the first month of the
educational process (Eklund et al., 2015). One of the most common problems is the difficulties in
reading comprehension (Juel et al., 1986), which in the future leads to low academic achievements
of the child, when choosing a career that does not require an extended education (Savolainen et al.,
2008).
Children with poor reading and speaking skills also face a number of difficulties in
memorizing, pronouncing, dividing words into syllables and reading them again (Ramus et al.,
2003; Lyytinen et al., 2008). Children with special educational needs also have problems with
attention (Willcutt, Pennington, 2000) and language impairment (Pennington, Bishop, 2009),
which in turn suppress the child’s emotional reaction and motivation to learn (Chapman et al.,
2000). Children with general speech underdevelopment are characterized by «motivational»
intellectual passivity, due to insufficient personal readiness for schooling (Troshin et al., 2005,
Spirova et al., 1985).
Researchers emphasize that prevention of these complications should be carried out from an
early age (Torgesen, 2004). In solving this problem, it is becoming increasingly important to use
educational technologies designed specifically for children with special needs.
In addition, conducted an analysis of scientific research articles that provide empirical
information (Young et al., 2012). Analysis shows that digital games are often used to support
learners' knowledge and improve their cognitive abilities. Hwang and Chen (2017) put into practice
the use of game elements in the learning process and considered them as the main factor in
increasing the learning skills of students to determine their effectiveness. Developed a method of
game approach to study the effectiveness of this learning mechanism. The results of the study
showed that the use of additional digital games for the formation of educational skills taught is
useful to compare with the implementation of traditional training.
Cheng et al. (2015) examined the effect of design and ease of use of digital games for
educational purposes on the formation of students' reading skills. The results of the study showed
that researchers focused on the role of educational applications based on digital games in
improving the formation of children's learning skills. Qian and Clark (2016) showed that the use of
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digital games in learning has led to increased student interest in learning. Young (Young et al.,
2012) believe that a lot of research is needed to determine whether digital game-based learning is a
viable method of learning. Thus, there is no doubt that the work to increase the attractiveness and
popularity of digital games created for educational purposes still needs to be continued.
4. Results
4.1. Game description
The digital game "Qazaqsha logoped" used in the study is aimed at developing students'
reading skills, such as word reading, spelling, reading fluency and reading comprehension.
In development stages of the game, we were guided by the concept of “learning reading” by
Svetlovskaya (2001), where 5 methods are used in the formation of educational skills: 1) letter-by-
letter; 2) abrupt syllable; 3) smooth syllable; 4) smooth syllable with a holistic reading of individual
words; 5) reading in whole words and groups of words.
According to this concept, the tasks given in the game consist of several stages.At the first
stage, the student is given articulation exercises for individual groups of sounds.At the second stage
were proposed tasks for abrupt syllable reading, at the third stage – tasks for training smooth
syllable reading, at the fourth stage – tasks for reading sounds with difficult pronunciations aloud,
at the fifth stage – songs and tongue twisters for practicing these sounds (Figure 1).
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1) Spell reading. At the first stage of the "Qazaqsha logoped" digital game, a student performs
letter recognition exercises. During the game, the letter sounds, and the letter corresponding to its
pronunciation is selected from four possible answers.
2) Syllable reading. In the second phase of the "Qazaqsha logoped" digital game, a student
learns to read open and closed syllables.
3) Smooth syllabic reading. At the third stage of the "Qazaqsha logoped" digital game,
the student learns to smoothly combine syllables of these words.During the task, learner practices
reading syllables together, starting with stretching the first consonant, adding the next consonant
and continuing, gradually reducing the pronunciation of the consonant.The syllable table was used
to represent the words in the tasks for joint reading of syllables.These exercises help students with
general speech underdevelopment overcome the difficulties of joint integration. In particular, from
the number of familiar syllables are formed the skills of reading joint syllables.
4) Reading aloud by connecting syllables. In the fourth stage of the digital game, "Qazaqsha
logoped" combines syllables with difficult sounds and reads it aloud. Correct syllabic reading of
words is pre-voiced. The learner listens to the correct reading for self-control and repeats.
5) Reading full words and groups of words. At the fifth stage of the digital game "Qazaqsha
logoped", were distributed tongue twisters and poems dedicated to the formation of the student's
reading skills.
The tasks were organized according to the method proposed by Krasilnikova (2003). In the
task, syllables or letters of some words of the poem are missing; the student finds this syllable or
letter and fills the words. Full tongue twisters and poems are pre-voiced. The student listens to the
correct reading, then repeats and rehearses for a self-test.
The user interface of the game is very simple and all instructions sounded, so student does
not need to have any reading skills when using the game. The difficulty level of the game is adjusted
according to the level of the student's game. The game begins with the acquisition of letters and
sounds, and since then the game is complicated in accordance with the educational achievement of
the learner. This game is effective for children with difficulty in learning skills, such as exercises
presented in the game, offer exercises, such as correctional tasks.
The knowledge of students in the training group was tested before and after using digital
games in the educational process. In the course of the study, the influence of the game "Qazaqsha
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logoped" on improving the learning speed of students was taken under control. As a result, it was
noticed that the students developed skills in recognizing letters, correct pronunciation, reading
syllables, and reading words independently. The use of digital game-based learning showed that
students have acquired some skills (writing, drawing) that are not included in the game. Digital
game-based learning have shown that they as forming learning skills, including letter-sound
communication, lead to positive changes in the learning process.
4.2. Experimental design
To study the pedagogical advantages of using digital game-based learning for educational
purposes and determine the effectiveness of motivation to learning the field of education,
an experiment was conducted in elementary school students with inclusive education.
A. Participants
The experiment involved three large districts such as Almaly (9 schools), Zhetysu
(12 schools), Medeu (7 schools) of Almaty city that provide inclusive education. The participants
were selected from the primary school group according to the study plan. They are difficult to
recognize and read the letter, need special support, and need to overcome their difficulties. After
the written consent of parents, the first screening test was received from children of primary
school.
The test was used to determine the level of literacy of students and their level of development.
At the average level, it was found that children only know 10-15 letters (there are N = 32 letters in
the alphabet based on Latin graphics). Thus, N = 36 children from 28 schools (21 boys, 15 girls)
took part in the experiment. The number of children in the training group was 18 (7 girls, 38.89 %)
and in the control group 18 (8 girls, 44.44 %). All children were native speakers of Kazakh.
The mean age of the participants at the beginning of the second grade was 8.17 years (SD = 0.38).
The results of a survey of parents showed that before for children with special educational
needs were held corrective training classes by necessity. It was also confirmed that all students
have difficulties in learning and speaking.
B. Research tools
The main goal of our short 8-week study was to determine the impact of using digital games
on the development of reading skills for students with special educational needs.
We divided students into 2 groups as a control and training group to evaluate the
effectiveness of the proposed games. We were interested in the results of the training group.
In particular, according to the results of the experiment, we had to answer the following
question: How much does the use of digital game-based learning affect the development of reading
and spelling skills of students with special educational needs?
C. Experimental procedure
The procedure of the study is represented in Figure 2. Each school was randomly assigned
either to the GL intervention or control group. We asked teachers to help divide the children into
groups. The number of children participating in the study was 18 in the training group (11 boys,
7 girls, 14 schools) and 18 (10 boys, 8 girls, 14 schools) in the control group. The groups did not
differ from each other in gender distribution .
The 8-week intervention took place at school (6 children), at home (5 children), or at both
places (7 children), depending on the preferences of the teachers and parents. Among the students,
there were also children who did not have the skills to use a digital game-based learning
(3 children). However, this did not cause significant difficulties for students, since the user
interface of the digital game is designed so that students can easily use the game.
The selection process of the participants and procedure are:
1. Permission from educational organizations to conduct research;
2. Information letters sent to the schools in the area;
3. Volunteering teachers contact the researchers;
4. Parental consent forms and background questionnaires;
5. The consent forms and questionnaires filled in and sent by parents.
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The parents and teachers of the training group were sent instructions by email for installing
and using digital game "Qazaqsha logoped". Technical help was also provided via email or phone,
social network, when needed. Control over the time of use of the game was transferred to parents
and teachers. In accordance with the age characteristics of children in the preparatory group,
it is recommended no more than 1 hour per week, that is, 8-10 minutes per day. Short sessions
were recommended because of the high amount of repetition in the game, which could lead to
boredom if continued for too long. Teachers were encouraged to use the games as a complement to
the traditional lesson, and not completely replace it with the digital game "Qazaqsha logoped".
Measures
The study assesses four groups of reading skills of students: word reading, spelling, reading
fluency, reading comprehension. The screening was conducted in May 2019 (final month of first
grade). The pretest was conducted in early September 2020 and the posttest in December 2020.
Word reading
Tasks for assessing reading skills among students were developed in accordance with the
instructional and methodical letter “About the peculiarities of the organization of the educational
process in secondary education organizations of the Republic of Kazakhstan” (2019).
Students complete the assignment on a separate sheet. The assignments were translated into
Latin. Students are given 45 words to evaluate recognition of words that contain letters that are
difficult to pronounce. The student reads the proposed words aloud for 1 minute. Each correctly
read word is assigned 1 point. The maximum score is 45. Cronbach’s alpha reliabilities for this task
were .80, .81 and .82 at the pre-, post and follow-up tests, respectively.
Spelling
Students were asked to write the names of the pictures in order to assess their ability to write
correctly. In accordance with the assignment, students write an image dictation. Students write the
names of 15 figures on a sheet in the appropriate place on the sheet.
If the name of the picture is spelled correctly, 2 points are given, if there are minor errors,
1 point if the answer is incorrect, and 0 points. The maximum number of points scored is 30.
Cronbach’s alpha reliability of this task were .83, .84and .85 at the pre-, post and follow-up tests,
respectively.
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Reading fluency
On the instructions of students to determine educational skills, students are given 50
obviously true (for example, “round ball”) or obviously false (for example, “strawberry blue”)
statements. For each opinion, the student chooses one of the answers “Yes” or “No”. The task takes
2 minutes to complete. The correct answer is 1 point, if the answer is not chosen or the answer is
incorrect, then 0 points. Maximum 50 points. Cronbach’s alpha reliability of this task were .84, .85
and .87 at the pre-, post and follow-up tests, respectively.
Reading comprehension
Students receive four texts to complete reading comprehension tasks. After each text, given
five questions with three possible answers. Students read the text and choose one of the suggested
answers. If the answer is correct, 1 point is given, if not – 0 points. The maximum score is 20.
Cronbach’s alpha reliability of this task were .80, .82and .83 at the pre-, post and follow-up tests,
respectively.
A. Data analysis
The main goal of this study was to evaluate the effectiveness of improving children's reading
skills using digital game-based learning to learn Latin alphabet.
During the study of learning Latin alphabet, to evaluate indicators of the development of
recognition skills, syllables and combined learning, letter recognition, reading fluency and reading
comprehension was used point system.
The results of an 8-week experiment gave an answer to the question of whether the use of
digital game-based learning improved reading skills in students.
The Shapiro-Wilks test was used as normality test. The assumption of normality for pretest
and post-test score in skills of word reading, spelling, reading fluency and reading comprehension
is significant, p > .05 and normal distribution was observed in both groups.
Pre-assessment of participants' skills in reading and spelling skills
No differences were found between the two groups in initial reading and spelling skills before
the intervention (α = 0.05). One-way ANOVA was used to evaluate learners' assignment submitted
for checking learners' homogeneity in the pre-test. All participants were homogeneous and had
equivalent abilities in skills of word reading, spelling, reading fluency and reading comprehension
skills before being exposed to the experiment (see Table 1).
Table 1. ANOVA
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5. Conclusion
The results of the research work are very effective in providing support to students with
special educational needs, using digital games in the formation and development of educational
skills. This result shows that the use of digital game-based learning as a new teaching method for
traditional teaching methods offered by the school has a positive effect on the development of
students' reading skills.The effectiveness of digital games in accordance with the goals of the game
is measured by improving literacy skills with reading words letter-by-letter; abrupt syllable,
smooth syllable, smooth syllable with a holistic reading of individual, reading in whole words and
groups of words. The results of the study indicate the importance of using additional training
methods, along with traditional methods of developing other skills. We hope that the results
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obtained in this study will help teachers evaluate the effectiveness of digital game-based learning to
children with special educational needs and developing their reading skills.
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