Date of Award
Spring 6-13-2025
Document Type
Dissertation
Degree Name
Ph.D. in Child, Family, and School Psychology
Organizational Unit
Morgridge College of Education, Child, Family, and School Psychology
First Advisor
David Furjanic
Second Advisor
Duan Zhang
Third Advisor
Rashida Banerjee
Fourth Advisor
Garrett Roberts
Copyright Statement / License for Reuse

All Rights Reserved.
Keywords
Commercially produced video games, Reading anxiety, Reading comprehension, Upper elementary school students, Video game use, Reading skills
Abstract
Youth in the United States continue to have difficulty developing reading skills, with only 31% of fourth graders reading at a “proficient level” (NAEP Reading: National Average Scores, 2024). Youth struggling to develop reading skills often have reading anxiety (Chow et al., 2021; Martinez, 2019; Ramirez et al., 2019), which impacts their reading skill development even more (Mohammadpur & Ghafournia, 2015); the interwoven and cyclical relationship between reading anxiety and reading comprehension requires interventions to address these needs concurrently (Francis et al., 2019; Francis et al., 2021; Grills et al., 2012). The increased avoidance and paired aversion of reading-related tasks may be circumvented through more modern means: video games. Specifically, exploring whether using commercially produced video games is a potential moderator for the relationship between reading anxiety and reading comprehension.
This two-part manuscript includes a conceptual model, an exhaustive literature review, a collection of new data, and an analysis of said data. The first manuscript describes the proposed conceptual model, illustrates the theoretical underpinnings, and represents the relevant literature. As an extension to the first manuscript, the second manuscript examined video game use (VGS-C; Donati et al., 2019), self-reported reading anxiety symptoms (RAS; Ramirez et al., 2019), and performance on a measure of reading comprehension (TOSREC; Wagner et al., 2009). Additionally, the population of interest iii included upper-elementary students, with a particular focus on students in fourth and fifth grade, given the already extensive reading research available for students in K-3 and 6-8 (Hudson et al., 2020; Scammacca et al., 2015; Silverman et al., 2020; Solis et al., 2012; Wanzek et al., 2010).
Copyright Date
6-2025
Publication Statement
Copyright is held by the author. User is responsible for all copyright compliance.
Rights Holder
Senaida Mehmedovic
Provenance
Received from ProQuest
File Format
application/pdf
Language
English (eng)
Extent
184 pgs
File Size
2.1 MB
Recommended Citation
Mehmedovic, Senaida, "Reading Interventions in the Modern Era: Reconceptualizing the Utility of Video Games" (2025). Electronic Theses and Dissertations. 2585.
https://digitalcommons.du.edu/etd/2585
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