Cosmic Sounds Final
Cosmic Sounds Final
Cosmic Sounds Final
Publication 2022
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publisher's https://dx.doi.org/10.1109/TLT.2022.3170231
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A. Brennan, School of Computer Science, National University of Ireland, M. Dempsey, School of Engineering, National University of Ireland,
Galway, Ireland. Galway, Ireland.
T. McDonagh, Avaya, Galway, Ireland. J. McAvoy, School of Business, University College Cork, Cork, Ireland.
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III. METHODOLOGY
The research for this pilot study adopts an active research Fig. 2. Test 1: Identifying sounds [1].
instrumental case study approach. In an instrumental case were encouraged to engage through questions starting with
study, a particular case is used to attain a generalizable words such as “what, who, where, when or how” (p. 2960) [54].
understanding of a phenomenon [34]. In this pilot study, twenty
children with dyslexia and a pedagogical expert in dyslexia C. Stage 3
participated as co-designers of a toolkit of 11 games. Each child In Stage 3, the authors presented sample games. Given that
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children with dyslexia have literacy issues [56], a mixture of included in the games; consonant digraphs, identifying sounds,
participatory methods (i.e. story-telling, drawing, and audio) letter blends, CVC (Consonant, Vowel, Consonant) and CVCe
was used to present each mini-game and elicit feedback. (Consonant, Vowel, Consonant, silent e) words, syllabication,
Through participatory research, “the adult researcher is no vowel digraphs and open vowels and closed vowels. These
longer mimicking an ‘outside observer’ but aims to develop elements are suitable for children aged between 9-12 years.
rapport” (p. 7) [20]. After collecting the children’s feedback, They are also crucial to a child’s reading and spelling abilities
the authors conducted the first round of phonological awareness and cannot be avoided when learning English both orally and in
paper based tests. As these tests involved reading nonsense written form [5, 32, 57] [51].
words, each child had to be tested individually. These tests Cosmic Sounds is set in 2500. As the Earth has become over
comprised; Identifying sounds (Figure 2)(Test 1), Identifying polluted, the player lives in the Martian city of Avalon. They
symbols (Test 2), Blending sounds (Test 3), Consonant
TABLE 2
digraphs (Test 4), Vowel digraphs (Test 5), Syllabication (Test GAMES FOR PHONOLOGICAL SKILL: CONSONANT DIGRAPH
6), Open vowels (Test 7), Closed vowels (Test 8), Consonant, Teaching objective: If a child is unaware of the sound which a consonant
Vowel, Consonant (CVC) and Vowel, Consonant (VC) words digraph /sh/ makes, they will not be able to pronounce the word shark
correctly. Although the primary aim of the Building Site and Flying to the
(Test 9), Consonant, Vowel, Consonant, silent e (CVCe) words Desert games is to teach the sounds of common consonant digraphs,
(Test 10) and a combination of all elements/skills (Test 11). identifying sounds and symbols, blending and phoneme manipulation are
also taught.
D. Stage 4 Building Site game In the Building Site game, the
Stage 4 involved the development of the Cosmic Sounds player has to combine words using
building blocks. These words must
games to incorporate findings from literature and the feedback only contain the letters that are
from the children and the DAI pedagogical expert. The resultant written in the yellow blocks e.g. A,
games (Tables 2-7) also reflect the phonological awareness T, R, P, C, Sh, E and K. The player
can click the relevant block if they
elements as described by [5, 32, 57]. need to hear the phoneme made by
the associated letter/consonant
E. Stage 5 digraph. The player receives
The authors attended the weekend workshops whilst the feedback and a clue each time they
children played Cosmic Sounds. The DAI workshop was held spell the word incorrectly.
Feedback is considered to be one of
once a week for three weeks. The children were allocated thirty the factors which underpins the
minutes/workshop to play Cosmic Sounds. As they only had appeal of digital games [6].
ninety minutes of workshop time to play Cosmic Sounds, they Flying to the Desert game In the Flying to the Desert game,
the player is presented with a word
were offered a copy of the game to bring home. All twenty with a missing consonant digraph
children accepted. (e.g. –ark) and must fly through the
hoop of the correct consonant
F. Stage 6 combination e.g. sh. The use of
warm background colour such as
The children were re-tested on their phonological awareness
yellow positively affect reading
skills using the same set of paper based tests from Stage 3. 15 performance for children with
children were present. Of those, seven children had previously dyslexia [26].
played Cosmic Sounds at home outside the workshop. After the
TABLE 3
15 children had completed the phonological awareness re-tests, GAMES FOR PHONOLOGICAL SKILL: IDENTIFYING SOUNDS AND IDENTIFYING
the authors held two short focus group sessions comprising SYMBOLS
eight children in one session and seven in the other. Each focus Teaching objective: The ability to identify sounds and symbols is critical
in reading and spelling. If they lack these skills, they will not be able to
group session was approximately 15 minutes in duration [58]. identify words or comprehend reading [11, 12].
Consent had already been elicited in advance from the DAI and Whack-a-Dragon game In the Whack-a-Dragon game,
the children’s parents. This form of data collection is valid as each dragon is associated with a
“small focus groups are one of the best ways to obtain data from letter. The player has to select a
letter which makes the presented
children” (p. 150) [55]. Furthermore, the use of focus group sound, e.g. what letter makes the
sessions helps in the creation of “a safe peer environment for B sound in bush? The player has
children” (p. 2) [59]. The questions for the focus group sessions to then click the B dragon before
it returns to its hole.
were approved in advance by the DAI. Based on a Usability and Ants game In the Ants game, the ant makes
User Experience survey, these questions elicited the children’s the sound of a letter when it is
views of the Cosmic Sounds set of games. picked up. The player has to then
bring the ant to the box associated
with its letter..
IV. COSMIC SOUNDS TOOLKIT
The Cosmic Sounds toolkit is a narrative of 11 adventure
games to support the teaching of phonological awareness skills.
Under the guidance of the DAI pedagogical expert, the
following elements of phonological awareness skills were
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TABLE 4
GAME FOR PHONOLOGICAL SKILL: LETTER BLENDS TABLE 7
GAME FOR PHONOLOGICAL SKILL: OPEN AND CLOSED VOWELS
Teaching objective: To read a whole word, the child must be able to blend
individual sounds [2]. Similar to the Ants game, the player interacts with Teaching objective: Open vowels are vowels which have a long
the Mixing Potions game through movement, sight and sound. This level pronunciation i.e. the /u/ in pug is an open vowel. Closed vowels are vowels
of interactivity creates a more immersive environment leading to enhanced which have a short pronunciation e.g. the /i/ in win is a closed vowel. An
engagement and deeper learning [22, 23]. understanding of open and closed vowels aids in pronunciation [3].
Mixing Potions game In the Mixing Potions game, a word Spaceship Flying game In the Spaceship Flying game, a
having a missing letter is presented word having either open or closed
(e.g. s-reet). The player must fly the vowels is displayed (e.g. pug).
Zoomie to the capsules (each of When the player clicks a vortex,
which has a letter overhead) and different pronunciations of the word
correctly select the letter which is are played. The player must fly to
missing from the blend (e.g. t). The the vortex which correctly plays the
player can click on the incomplete word displayed. If the player flies
word to hear the full word, thereby through the correct hoop, more
allowing them to listen closely for hoops appear and the words change
the missing letter of the blend. single phonological awareness skill, additional phonological
TABLE 5 awareness skills are also taught to support the player in
GAME FOR PHONOLOGICAL SKILL: CVC/CVCE WORDS
Teaching objective: CVC and CVCe words teach dyslexic children how to generalising and transferring knowledge between activities [60-
decompose words into individual phonemes and then blend these sounds 63]. Furthermore, repetition provides the practice which a child
to make a word. CVCe words are also used to teach the silent e rule. The needs in order to master new skills, increase their confidence in
silent e rule says that when an e is at the end of a word, it changes the sound
of the previous vowel. The ability to pronounce and spell words correctly a topic and improve their speed and ability to retain information
shows the use of blending letters and the ability to identify individual [62, 63].
sounds. Cosmic Sounds has been designed so that the player is
Space Bike game In the Space Bike game, the player supported when they submit an incorrect answer/guess. Hints
is presented with two hoops. One
hoop when clicked, correctly plays encourage engagement and support deeper understanding [64].
the word presented on the screen As an example, in the Building Site game (relating to
(e.g. Cab). The other hoop when Consonant Digraphs), the first time a player spells the word
clicked, plays a very similar but ‘ash’ incorrectly, the clue they receive is the word itself
different word (e.g. Cap). The goal
of this game is for the player to sounded out. If the player spells the word incorrectly a second
drive the space bike through the time, they receive the first letter of the word (i.e. ‘a’). If they
hoop which plays the correct word. spell the word incorrectly a third time, they receive the next
Flying to Earth game In the Earth game, the player must letter of the word (i.e. ‘s’). If they spell it incorrectly a third
identify which of the vortices’
audio (when clicked) correctly time, they are presented with the word. On average there are
matches the CVC word presented five clues given for each word, this varies depending on the size
on the screen (e.g. pug). of the word. The number of words to be spelt per digraph varies
from four words to eight. All results are stored in a database.
phonemes [75]. By the age of nine years, children in primary subjects and/or enhance their knowledge of the English
school are no longer learning the basics of reading. Instead, they language.
are using their reading and writing skills in order to learn other
TABLE 8
RESULTS OF THE PHONOLOGICAL AWARENESS TESTS BEFORE AND AFTER PLAYING COSMIC SOUNDS
Tests
1 2 3 4 5 6 7 8 9 10 11
#Qs 16 10 24 24 24 18 24 24 96 24 24
Mean 16 10 11.6 10.05 8.5 8.4 9.9 16.3 70.55 9.3 10.3
3:
S. Dev 0 0 7.39 6.06 5.86 4.63 6.14 5.60 22.9 7.12 6.91
Mean 16 0 11.8 11.66 9.33 9.66 11.06 16.46 73.266 10.46 10.8
:
6
Median 16 10 10 8 11 9 10 17 86 7 10
AFTER
STAGE
S. Dev 0 9 6.8 6.42 6.0 4.5 6.4 5.95 23.03 7.3 6.39
TABLE 9
DIFFERENCES IN THE RESULTS BEFORE AND AFTER PLAYING COSMIC SOUNDS (STAGE 6 RESULTS – STAGE 3 RESULTS)
Tests
δ
1 2 3 4 5 6 7 8 9 10 11
#Qs 16 10 24 24 24 18 24 24 96 24 24
Child 1 0 0 2 0 0 1 1 2 3 0 0 9
Child 2 0 0 0 0 2 2 0 0 0 4 0 8
Child 3 0 0 0 1 0 0 0 0 2 2 1 6
Child 4 0 0 0 4 1 0 0 2 0 0 0 7
Child 5 0 0 0 2 3 0 2 3 4 2 2 18
Child 6 0 0 1 1 0 5 1 0 0 0 3 11
Child 7* 0 0 -1 0 3 -1 3 0 0 2 0 6
Child 8 0 0 2 0 3 2 0 0 0 0 0 7
Child 9 0 0 0 -2 0 0 0 0 0 0 0 -2
Child 10 0 0 -1 2 0 1 -1 0 0 0 3 4
Child 11 0 0 0 2 1 2 0 0 0 0 0 5
Child 12 0 0 2 2 2 2 2 1 2 2 2 17
Child 13 0 0 2 -1 0 0 0 0 0 0 0 1
Child 14 0 0 3 1 0 0 1 0 4 1 2 12
Child 15 0 0 0 3 2 -1 0 0 0 0 0 4
Sum of δ 0 0 10 15 17 13 9 8 15 13 13 113
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TABLE 10
RESULTS AFTER COMPARISON OF THE Δ FOR THOSE WHO PLAYED COSMIC SOUNDS AT HOME AND THOSE WHO DID NOT
Tests - δ
1 2 3 4 5 6 7 8 9 10 11 δ
workshops Child 5 0 0 0 2 3 0 2 3 4 2 2 18
Child 8 0 0 2 0 3 2 0 0 0 0 0 7
Child 12 0 0 2 2 2 2 2 1 2 2 2 17
Child 15 0 0 0 3 2 -1 0 0 0 0 0 4
Mean 0 0 .85 1.71 1.57 .57 .71 1.14 1.57 .86 .71 68
Tests - δ
1 2 3 4 5 6 7 8 9 10 11 δ
3 weeks Child 9 0 0 0 -2 0 0 0 0 0 0 0 -2
Child 10 0 0 -1 2 0 1 -1 0 0 0 3 4
Child 11 0 0 0 2 1 2 0 0 0 0 0 5
Child 13 0 0 2 -1 0 0 0 0 0 0 0 1
Child 14 0 0 3 1 0 0 1 0 4 1 2 12
In Stage 3, Child 5 achieved the lowest scores (100 in total). (Test 7) also saw an improvement in the number of correct
However, they answered 18 additional correct answers in Stage answers. As can be seen in Table 8, all tests showed an increase
6. Test 5 (vowel digraphs) saw the greatest improvement after in the number of correct answers after the children had played
playing Cosmic Sounds. The predominant problem areas from Cosmic Sounds. Despite this, the children still experienced the
Stage 3 (Tests 4, 5 and 10) showed improvements after playing most difficulty with Test 4 (Consonant digraphs) and Test 10
Cosmic Sounds with vowel digraphs (Test 5) displaying the (Consonant, Vowel, Consonant, silent e (CVCe) words). In
greatest overall improvement in the number of correct answers order to prevent reading mistakes, it is important for children to
(Table 9). However, it still remains a significant problem with know consonant digraphs and CVC/CVCe words.
the children. Issues with vowel digraphs typically tend to be the
root of most reading and spelling errors [73, 74]. Open vowels
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Table 10 presents a comparison of the change in the numbers there is a greater likelihood that as players, they will form
of correct answers from those who played Cosmic Sounds at linkages with these characters [6].While the results of this pilot
home and those who did not. As expected, those who played study showed that the Cosmic Sounds toolkit of co-designed
Cosmic Sounds at home have 68 additional correct answers games resulted in increased engagement (in line with findings
(with a mean of 9.71). This compares to 45 additional correct from [52]) and a positive impact on the children’s phonological
answers (with a mean of 5.62) for those who only played awareness skills, specifically in the areas of Consonant
Cosmic Sounds during the DAI workshops. Between Stages 3- digraphs, Vowel digraphs, Syllabication, Consonant, Vowel,
6, the DAI teachers did not include workshop content on the Consonant, silent e (CVCe) words and a combination of all
phonological awareness skills covered by Cosmic Sounds. elements/skills, this study has limitations such as the sample
The Wilcoxon Signed-Rank test was applied to the pre and size. The findings of this study are based on a semi-structured
post results from Tests 3 – 11 (Stage 3 and Stage 6), to check interview with a DAI pedagogical expert and fifteen children
whether there was any statistical significance for Cosmic (although twenty children participated as co-designers). While
Sounds as a support for Phonological Awareness skills. As no generalizations can be derived from the accruing results,
there was no difference in the results of Tests 1 and 2, these expanding the study’s scope and the scale and duration of game
specific tests were excluded. The results of the Wilcoxon play, will improve the reliability and validity of the findings in
Signed-Rank tests are as follows; future research. Furthermore, as this is a pilot study, there is
Test 3: p-value of 0.0543959; there was no only one level of difficulty in the games. Future refinements to
statistical significance in the results of Test 3 the suite of games in Cosmic Sounds will take into
(Blending sounds) after Cosmic Sounds. consideration the literacy skills and abilities of the individual
Test 4: p-value of 0.0378985; there was a statistical players.
significance in the results of Test 4 (Consonant
digraphs) after playing Cosmic Sounds.
VIII. CONCLUSIONS
Test 5: p-value of 0.0132131; there was a statistical
significance in the results of Test 5 (Vowel digraphs) As a neuro-biologically based learning disability, dyslexia is
after playing Cosmic Sounds. frequently “characterised by difficulties in literacy acquisition
Test 6: p value of 0.0403374; there was a statistical affecting reading, writing and spelling” (p. 5) [56]. As
significance in the results of Test 6 (Syllabication) phonological awareness skills are necessary in the identification
after playing Cosmic Sounds. and manipulation of the units of oral language (i.e. words and
Test 7: p value of 0.0578313; there was no statistical syllables), they are critical to a child’s reading development
significance in the results of Test 7 (Open vowels) [49]. Studies show that effective early intervention programmes
after playing Cosmic Sounds. which have been designed to augment literacy development
Test 8: p value of 0.0975125; there was no statistical also help children ‘catch up’ with their peers [76]. As part of
significance in the results of Test 8 (Closed vowels) this prospective study, the children collaborated with the
after playing Cosmic Sounds. authors to develop a toolkit of games to support the teaching of
Test 9: p value of 0.05676; there was no statistical phonological awareness skills to children with dyslexia aged
significance in the results of Test 9 (Consonant, between 9 to 12 years. By participating as co-designers, the
Vowel, Consonant (CVC) and Vowel, Consonant children expressed their world view of game design and game
(VC) words) after playing Cosmic Sounds. mechanics.
Test 10: p value of 0.03103; there was a statistical The pedagogical underpinning of these games was informed
significance in the results of Test 10 (Consonant, by literature and a DAI pedagogical expert. As co-designers,
Vowel, Consonant, silent e (CVCe) words) after the feedback from the children with dyslexia, concerning the
playing Cosmic Sounds. character design, setting and the game mechanics was
Test 11: p value of 0.03351; there was a statistical incorporated into Cosmic Sounds. This resulted in participant
significance in the results of Test 11 (a combination ‘buy-in’ from the outset. The resultant Cosmic Sounds games
of all elements/skills) after playing Cosmic Sounds. employed a game based learning approach and positively
impacted the players’ phonological awareness skills. After
VII. DISCUSSION
playing Cosmic Sounds, the children improved in all of the
After collating and anlaysing the children’s feedback during phonological areas being tested, excluding identifying sounds
the focus group sessions; 100% (n=15) of the children said they and symbols (as all questions were answered correctly during
liked the Cosmic Sounds games. Of those, 53% (n=15) said that both testing stages).
they really ‘loved’ the games. 87.5% (n=8) of these children The areas whose improvement was statistically significant
had played Cosmic Sounds at home. All children (n=15) agreed were; Consonant digraphs, Vowel digraphs, Syllabication,
that being involved in the game design increased their Consonant, Vowel, Consonant, silent e (CVCe) words and a
engagement. 100% of the children (n=15) said that they liked combination of all elements/skills. Through GBL, children have
that their ideas were incorporated into Cosmic Sounds. They the possibility to overcome difficulties in learning basic reading
especially liked that they had design decision control over the subskills e.g. phonological (letter-sound) decoding, recognizing
location, games and the Zoomie character design. When a word accurately and poor spelling. The .Cosmic Sounds
children have been involved in the design of game characters, games which have been developed as part of this pilot study
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