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Gaming to Increase Reading Skills: A Case Study

Gaming to Increase Reading Skills: A Case Study
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Author(s): Laura Kieran (Drake University, USA)and Christine Anderson (Western Illinois University, USA)
Copyright: 2016
Pages: 14
Source title: Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives
Source Author(s)/Editor(s): Keri Duncan Valentine (West Virginia University, USA)and Lucas John Jensen (Georgia Southern University, USA)
DOI: 10.4018/978-1-5225-0261-6.ch012

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Abstract

When considering instructional supports for struggling adolescent readers, Fisher and Ivey (2006) suggested that the interventions be comprehensive, include a variety of authentic reading and writing opportunities, and be based on varied assessment data. The researchers developed a schedule for Maya, an 8th grade student to work on vocabulary and reading comprehension via games that reviewed discreet skills as well as social media per Maya's preferences. The use of technology interventions for Maya allowed her to read, listen to, and think about meaningful texts, while maintaining balance with instruction in skills related to reading for a variety of purposes.

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