Well Played! Promoting Phonemic Awareness Training Using EdTech—GraphoGame Brazil—During the COVID-19 Pandemic

Early literacy skills such as alphabet knowledge and phonemic awareness are made up the foundation for learning to read. These skills are more effectively taught with explicit instruction starting inpreschool and then continuing during early elementary school years. The COVID19 pandemic school closu...

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Main Authors: Juliana G. Marques de Souza, Janaina Weissheimer, Augusto Buchweitz
Format: Article
Language:English
Published: MDPI AG 2022-11-01
Series:Brain Sciences
Subjects:
Online Access:https://www.mdpi.com/2076-3425/12/11/1494
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author Juliana G. Marques de Souza
Janaina Weissheimer
Augusto Buchweitz
author_facet Juliana G. Marques de Souza
Janaina Weissheimer
Augusto Buchweitz
author_sort Juliana G. Marques de Souza
collection DOAJ
description Early literacy skills such as alphabet knowledge and phonemic awareness are made up the foundation for learning to read. These skills are more effectively taught with explicit instruction starting inpreschool and then continuing during early elementary school years. The COVID19 pandemic school closures severely impacted early literacy development worldwide. Brazil had one of the longest school closure periods, which resulted in several children having no access to any educational activities. Education Technology (EdTech) tools can leverage access to pedagogical materials and remediate the consequences of school closure. We investigated the impact of using an early literacy EdTech, GraphoGame Brazil, to foster learning of early literacy skills during the height of COVID19 school closures, in Brazil. We carried out a quasi-experimental, pretest and posttest study with elementary school students who were taking online classes. Participants were pseudo randomly assigned to (1) an experimental group, who played GraphoGame Brazil, and to (2) an active control group, who played an EdTech that focuses on early numeracy skills. The results show a significant positive training effect on word reading accuracy associated with the use of GraphoGame for the children in the experimental group, relative to the control group. We also found statistically significant negative effect in lowercase naming for the control group. We address the consequences of COVID19 school closures, the promise of EdTech and its limitations, and discuss the issue of fostering successful early literacy instruction in countries that have struggled with teaching children to read even before the pandemic.
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spelling doaj.art-8100c186130546ec909656a3a69affe82023-11-24T03:56:52ZengMDPI AGBrain Sciences2076-34252022-11-011211149410.3390/brainsci12111494Well Played! Promoting Phonemic Awareness Training Using EdTech—GraphoGame Brazil—During the COVID-19 PandemicJuliana G. Marques de Souza0Janaina Weissheimer1Augusto Buchweitz2Department of Modern Foreign Languages, Federal University of Rio Grande do Norte, Natal 59078-970, BrazilDepartment of Modern Foreign Languages, Federal University of Rio Grande do Norte, Natal 59078-970, BrazilDepartment of Psychology, University of Connecticut, Stamford, CT 06901, USAEarly literacy skills such as alphabet knowledge and phonemic awareness are made up the foundation for learning to read. These skills are more effectively taught with explicit instruction starting inpreschool and then continuing during early elementary school years. The COVID19 pandemic school closures severely impacted early literacy development worldwide. Brazil had one of the longest school closure periods, which resulted in several children having no access to any educational activities. Education Technology (EdTech) tools can leverage access to pedagogical materials and remediate the consequences of school closure. We investigated the impact of using an early literacy EdTech, GraphoGame Brazil, to foster learning of early literacy skills during the height of COVID19 school closures, in Brazil. We carried out a quasi-experimental, pretest and posttest study with elementary school students who were taking online classes. Participants were pseudo randomly assigned to (1) an experimental group, who played GraphoGame Brazil, and to (2) an active control group, who played an EdTech that focuses on early numeracy skills. The results show a significant positive training effect on word reading accuracy associated with the use of GraphoGame for the children in the experimental group, relative to the control group. We also found statistically significant negative effect in lowercase naming for the control group. We address the consequences of COVID19 school closures, the promise of EdTech and its limitations, and discuss the issue of fostering successful early literacy instruction in countries that have struggled with teaching children to read even before the pandemic.https://www.mdpi.com/2076-3425/12/11/1494phonemic awarenessearly literacyGraphoGameschool closureEdTech
spellingShingle Juliana G. Marques de Souza
Janaina Weissheimer
Augusto Buchweitz
Well Played! Promoting Phonemic Awareness Training Using EdTech—GraphoGame Brazil—During the COVID-19 Pandemic
Brain Sciences
phonemic awareness
early literacy
GraphoGame
school closure
EdTech
title Well Played! Promoting Phonemic Awareness Training Using EdTech—GraphoGame Brazil—During the COVID-19 Pandemic
title_full Well Played! Promoting Phonemic Awareness Training Using EdTech—GraphoGame Brazil—During the COVID-19 Pandemic
title_fullStr Well Played! Promoting Phonemic Awareness Training Using EdTech—GraphoGame Brazil—During the COVID-19 Pandemic
title_full_unstemmed Well Played! Promoting Phonemic Awareness Training Using EdTech—GraphoGame Brazil—During the COVID-19 Pandemic
title_short Well Played! Promoting Phonemic Awareness Training Using EdTech—GraphoGame Brazil—During the COVID-19 Pandemic
title_sort well played promoting phonemic awareness training using edtech graphogame brazil during the covid 19 pandemic
topic phonemic awareness
early literacy
GraphoGame
school closure
EdTech
url https://www.mdpi.com/2076-3425/12/11/1494
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