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This week we are joined by Dr Hannah Lewis; Hannah talks to us about the innovative use of video game technology in the classroom for children aged 7–11 with dyslexia.
Hannah discusses how her mixed methods research examined video games both as a tool to develop cognitive skills involved in reading and as a potential educational resource in schools. Her work highlights how interactive technologies can support learning, engagement, and wellbeing for children and young people with diverse needs.
To access the full text, follow:
https://figshare.cardiffmet.ac.uk/articles/thesis/Exploring_the_Use_of_Video_Games_as_an_Educational_Intervention_with_a_Focus_on_Training_Cognitive_Skills_Involved_in_Reading_for_Children_Aged_7_to_11_with_Dyslexia/24592734?file=43221399
You can find us at:
Instagram: psychbitespod
X / Twitter: @psychbitespod
LinkedIn: psychbites-podcast
Bluesky: @psychbites.bsky.social
By Laura Chapman, Ellyn Berman-Jones and Lauren BrattonThis week we are joined by Dr Hannah Lewis; Hannah talks to us about the innovative use of video game technology in the classroom for children aged 7–11 with dyslexia.
Hannah discusses how her mixed methods research examined video games both as a tool to develop cognitive skills involved in reading and as a potential educational resource in schools. Her work highlights how interactive technologies can support learning, engagement, and wellbeing for children and young people with diverse needs.
To access the full text, follow:
https://figshare.cardiffmet.ac.uk/articles/thesis/Exploring_the_Use_of_Video_Games_as_an_Educational_Intervention_with_a_Focus_on_Training_Cognitive_Skills_Involved_in_Reading_for_Children_Aged_7_to_11_with_Dyslexia/24592734?file=43221399
You can find us at:
Instagram: psychbitespod
X / Twitter: @psychbitespod
LinkedIn: psychbites-podcast
Bluesky: @psychbites.bsky.social

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