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Research by Topic

Technology

Below are selected research studies that investigate issues important to technology, reading instruction, and literacy. The resources are listed alphabetically by author and include links to the item or to where it can be purchased.

Foundational research

Computer-Assisted Instruction in Initial Reading: The Stanford Project

Atkinson, R., & Hansen, D. (1966-1967). Computer-assisted instruction in initial reading: The Stanford Project. Reading Research Quarterly, 2, 5-26.

Computerized Self-Assessment of Reading Comprehension With the Accelerated Reader: Action Research

Vollands, Stacy R., Topping, Keith J., & Evans, Ryka M. (1999). Computerized Self-Assessment of Reading Comprehension With the Accelerated Reader: Action Research. Reading & Writing Quarterly, 15, 197-211.

Abstract:
This study was a quasi-experimental action research evaluation of a program for computerized self-assessment of reading comprehension (The Accelerated Reader). It looked at the formative effects on reading achievement and motivation in two schools in severely socio-economically disadvantaged areas. The results suggested that the program, even when less than fully implemented, yielded gains in reading achievement for these at-risk readers that were superior to gains from regular classroom teaching and an alternative intensive method, even with less time devoted to class silent reading practice than in comparison classes. Additionally, the program yielded significant improvement in measured attitudes to reading for girls.

Computer-based Phonological Awareness and Reading Instruction

Wise, B.W., & Olson, R.K. (1995). Computer-based phonological awareness and reading instruction. Annals of Dyslexia, 45, 99-122.

Individual Differences in Gains for Computer-Assisted Remedial Reading

Wise, B.W., Ring, J., Olson, R.K. (2000, November). Individual Differences in Gains for Computer-Assisted Remedial Reading. Journal of Experimental Child Psychology, pp.197-235.

Abstract:
Two hundred second- to fifth-grade students (aged approximately 7 to 11 years) spent 29 h in a computer-assisted remedial reading program that compared benefits from accurate, speech-supported reading in context, with and without explicit phonological training. Children in the "accurate-reading-in-context" condition spent 22 individualized computer hours reading stories and 7 small-group hours learning comprehension strategies. Children in the "phonological-analysis" condition learned phonological strategies in 7 small-group hours, and divided their computer time between phonological exercises and story reading.

Phonologically trained children gained more in phonological skills and untimed word reading; children with more contextual reading gained more in time-limited word reading. Lower level readers gained more, and benefited more from phonological training, than higher level readers. In follow-up testing, most children maintained or improved their levels, but not their rates, of training gains. Phonologically trained children scored higher on phonological decoding, but children in both conditions scored equivalently on word reading.

Additional articles

The Efficacy of Electronic Books in Fostering Kindergarten Children's Emergent Story Understanding

De Jong, M., & Bus, A. (2004). The efficacy of electronic books in fostering kindergarten children's emergent story understanding. Reading Research Quarterly, 39, 378-393.

Abstract:
A counterbalanced, within-subjects design was carried out to study the efficacy of electronic books in fostering kindergarten children's emergent story understanding. The study compared effects of children's independent reading of stories electronically with effects of printed books read aloud by adults. Participants were 18 four- to five-year-old Dutch kindergarten children in the initial stages of developing story comprehension but beyond just responding to pictures.

Electronic reading produced experiences and effects similar to adult-read printed books. Children frequently interacted with the animations often embedded in electronic stories, but there was no evidence that the animations distracted children from listening to the text presented by electronic books, nor that the animations interfered with story understanding. Findings suggested that children at this stage of development profited from electronic books at least when electronic books are read in a context where adults also read books to children.

Technology in Schools: What the Research Says

Fadel, C., & Lemke, C. (2006). Technology in Schools: What the Research Says. Retrieved March 13, 2008, from www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pdf.

This paper examines emergent research findings on the effect of technology on learning. It looks at both descriptive studies and rigorous research, providing trend data about technological innovations. The effect of various technologies on student learning are discussed, including: television, video, calculators, interactive whiteboards, portable devices, virtual learning, computer-assisted instruction, and 1:1 ratio of computers and students.

The Effects of Computer-mediated Texts on the Vocabulary Learning and Comprehension of Intermediate Grade Readers

Reinking, D., & Rickman, S.S. (1990). The effects of computer-mediated texts on the vocabulary learning and comprehension of intermediate grade readers. Journal of Reading Behavior, 22, 395-411.

Video Game Report Card

Walsh, D. and Gentile, D. (2007). The MediaWise® 12th Annual Video Game Report Card. Minneapolis, MN: National Institute on Media and the Family, www.mediawise.org, (612) 672-5437.

Conducted by the National Institute on Media and the Family, the Video Game Report Card aims to provide a snapshot of the interactive gaming industry as it relates to children and teens. This twelfth annual report finds: kids know more about the ESRB ratings than their parents; few parents play the games their kids play; more parents understand TV ratings than video game ratings; and retailers and game makers are complacent, at best, about using and enforcing ratings. It also has a list of recommended games, and games to avoid.

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