National Literacy Trust - Video Gaming

Created by the National Literacy Trust, this is a survey for secondary school children on how their reading skills are shaped by video games. Based on research by the National Literacy Trust in 2020: Video games can provide young people with a route into reading and improve confidence in reading skills; Video games can encourage young people’s creativity through writing; The shared cultural experience of playing video games was found to support positive communication with friends and family; Video games can have potential benefits for increasing empathy; Video games can play a role in supporting young people’s mental wellbeing; The benefits of playing video games for young people’s literacy were found to be strongest for boys and reluctant readers

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Attitudes to Learning
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National Literacy Trust - Video Gaming

Age Range

KS3
KS4

Sub-scales

No items found.

Researcher(s) or Author(s)

Christina Clark, Irene Picton

Found in

Wellbeing through Reading (Primary)
Wellbeing through Reading (Secondary)
Pro (primary)
Pro (Secondary)
Core (Primary)
Core (Secondary)

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National Literacy Trust - Video Gaming

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