As a lower elementary teacher who is trying to create an engaging classroom for my students I am always looking for games that are learning and different ways to make it more fun for my students. I have chosen to dive deeper into incorporating digital media and literacies within phonics instruction. Phonics is such a big focus in my first grade classroom and the base of all other learning. I am focused on ways to make it engaging while still allowing for students to make phenomenal growth. As an educator I am always looking for ways to change my teaching practices and adapt to the new wave of learning and currently that is by including more technology but doing so with a purpose. I found some great sources that I have below with annotated bibliographies.
Annotated Bibliographies
Glatz, T., Tops, W., Borleffs, E., Richardson, U., Maurits, N., Desoete, A., & Maassen, B. (2023). Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers: a cluster randomised controlled trial. PeerJ (San Francisco, CA), 11, Article e15499. https://doi.org/10.7717/peerj.15499
The article highlights the positive role of digital components, specifically the GraphoGame-NL tool, in supporting phonics instruction for Dutch-speaking first graders. The game-based format helped improve letter-sound knowledge and reading fluency, especially in students with stronger initial phonological awareness. By embedding assessments into gameplay, the tool offered more sensitive measures of literacy progress compared to traditional paper tests. The findings suggest that digital tools like GraphoGame-NL can enhance phonics instruction when used alongside classroom teaching and adapted to students’ individual learning needs.
Kucirkova, N., & Flewitt, R. (2020). The future-gazing potential of digital personalization in young children’s reading: views from education professionals and app designers. Early Child Development and Care, 190(2), 135–149. https://doi.org/10.1080/03004430.2018.1458718
This qualitative study explores UK teachers' and children's app designers' perspectives on the future of digital personalization in early literacy. Using focus group interviews with 10 primary teachers and 14 digital media professionals, the authors analyze the perceived benefits and concerns of integrating personalized digital resources, such as smart toys and e-books, into children’s reading experiences. The study reveals divergent attitudes: teachers often express skepticism, particularly about diminished adult agency and data privacy, while designers see personalization as a tool to increase engagement and creativity. This research is valuable for educators, developers, and policymakers interested in balancing innovation with pedagogical and ethical considerations.
Ok, M. W., Haggerty, N., & Whaley, A. (2021). Effects of Video Modeling Using an Augmented Reality iPad Application on Phonics Performance of Students Who Struggle with Reading. Reading & Writing Quarterly, 37(2), 101–116. https://doi.org/10.1080/10573569.2020.1723152
This article highlights using technology on iPads as a benefit for teaching phonics instruction to those who are struggling. Video modeling (VM) is a teaching method where students learn by watching videos of others or themselves doing a task correctly. It helps students improve behavior, social skills, communication, and academics, especially those with autism or learning difficulties. VM is also useful for teaching reading skills like phonics and word recognition. Students can watch the videos as many times as needed, both at school and at home, using devices like tablets or phones. New technology like augmented reality (AR) apps makes VM more fun and interactive by combining videos with real objects.
Potier Watkins, C., & Dehaene, S. (2024). Can a Tablet Game That Boosts Kindergarten Phonics Advance 1st Grade Reading? The Journal of Experimental Education, ahead-of-print(ahead-of-print), 1–24. https://doi.org/10.1080/00220973.2023.2173129
This study examines the effectiveness of the Kalulu Phonics tablet game in improving early literacy skills among French kindergarten students. Using a randomized crossover design, researchers compared students using the phonics-based Kalulu game with those using a matched math version. Findings revealed that while the phonics game improved grapheme-phoneme correspondence, letter knowledge, and reading fluency in kindergarten, these gains did not translate into sustained literacy improvements by mid–1st grade. The study highlights the potential of early digital phonics tools to boost foundational skills but cautions that without integration into broader classroom literacy instruction, long-term effects may be limited.
Syal, S., & Nietfeld, J. L. (2024). Examining the Effects of a Game-Based Learning Environment on Fifth Graders’ Reading Comprehension and Reading Motivation. Journal of Educational Psychology, 116(5), 805–819. https://doi.org/10.1037/edu0000874
This study investigates the impact of a game-based learning environment (GBLE) on fifth graders' reading comprehension and motivation. Using a quasi-experimental design, 234 students were assigned to either a GBLE ("Missions with Monty") or a non-gamified computer-based program for six weeks. The findings indicate that students in the GBLE group showed significantly greater improvements in reading comprehension, intrinsic motivation for reading, and curiosity compared to the control group. The authors conclude that GBLEs can be an effective tool for fostering digital expository text comprehension, especially for struggling and unmotivated readers, by addressing both motivational and strategic aspects of reading.