Hans-Werner Hunziker
Why do we need audio memory for reading? According to Professor B.Fischer of Freiburg University (Germany; see link below)about 50% of children with reading and spelling difficulties (Dyslexia) are slow in visual perception. Maybe this is not surprising. But his findings that about 45% of dislexic children have difficulties with audio perception are less obvious. According to Baddeley´s concept of working memory it is clear that difficulties with the auditive short term memory may handicap readers. Research with the CD-ROM training program EAGLE-EYE has shown that a person uses quite different strategies to increase scores on the 30 visual games. In accordance with Baddeley´s concept of working memory some people use visual encoding ("I'm just looking for the group of signs that look the same") while others prefer auditive (phonological) encodings. These can often be observed directly when the encoding is done with semi-silent pronunciation. The following example shows how visual and audio parts of working memory are used when a series of letters has to be matched with multiple choice items: This example holds good for someone who already knows how single letters are pronounced. The ability to recognize whole words is ruled out in this game. There are basically six phases that can be observed. And if the final outcome is correct, all of them must have worked correctly. If the final outcome is wrong, an error may have ocurred in one or more of these 6 phases. The first 3 phases may be called "reading", the second 3 phases refer to "search and compare". "Reading" is visual, then audio (phonological) and then strategic: 1. Correct recognition of each letter (= visual) 2. Correct association with the proper sound. (= audio) 3. Using good strategies for keeping the sounds in the audio memory (phonological loop) (which fades out after 1.5 seconds) A strategy may be to concentrate on the intonation, to build an artificial word or to concentrate on the crucial elements of the string. "search and compare" is first audio, then strategic and finally visual. 1. Correct reproduction from the audio memory. Especially no sequencing errors. 2. Forming a visual representation. 3. Searching for the multiple choice answer corresponding to it. This very complex series of skills is required for learning to read. If there are no difficulties in all the 6 subskills we can safely assume that reading and spelling should work without problems. People with dyslexia have difficulties in one or several of these subskills. On the other hand it is possible to compensate difficulties in perception by using creative strategies. This could help to explain why there are famous scientists with dyslexia. Training visual and audio perception does not mean a loss in creative strategies. Quite the opposite is true: Playing perception games increases the motivation to develop new perception strategies. The reason why so-called "highly gifted" children have much better results on these games is just their use of innovative strategies. If a child has difficulties with audio memory a logical - and observed - strategy is to use visual encoding. The disadvantage of this strategy: The underdeveloped audio memory is not trained at all. The CD-ROM training program SUPER-OWL has been developed for diagnosis and training of audio skills which are very important for learning to read but which are normally not trained at school in a systematic way. Skills trained with SUPER-OWL are: Pitch, timbre and rythm sequence discrimination for musical, natural, technical, synthetic and speech sounds. In order to rule out word recognition, speech sounds are taken from relatively unknown languages like Chinese, Arabic, Korean and Finnish. Missing and interchanged syllables have to be detected by the student. The games have been developed in such a way, that it is impossible to use visual strategies successfully. This ensures an actual training of the "phonological loop". The CD-ROM SUPER-OWL contains the following games: 1. Vibraphone 3-4*** 2. Bells 3-4 3. Cymbals 3-4 4. Bouzouki 3-4 5. Drums 4-5 6. Vibraphone 4-5 7. Birds 4-5 8. Guitar 4-6 9. Sails 4-5 synth. 10. Rolling objects 4-5 11. Xylophone 4 2er-3er 12. Bells 4 3er-4er 13. Drums 4 4er-5er 14. Guitar 4 4er-5er 15. Wind-instruments 4-6 16. Arabic 3-4 6er 17. Finnish 4-5 6er 18. Korean 4-6 14er 19. Drum licks 4-6 mix 20. Chinese 5-6 8er 21. Chinese names 6-7 22. Car starter 4-6 23. Water 5-6 24. Birds 6-8 25. Waves 5-7 synth. 26. Signals 4-6 synth. 27. Vowels 4-6 3er 28. Horses (stereo) 4-6 29. Vowels 6-8 8er 30. Drums 7-9 *** Abbreviations: 3-4 3 different sounds with difficulty set to "normal", 4 different sounds with difficulty set to "difficult" 4 4er-5er 4 different sequences with 4 elements (sounds, syllables), difficulty set to "normal", 4 different sequences with 5 elements (sounds, syllables), difficulty set to "difficult" 4-5 6er 4 different sequences with 6 elements, difficulty set to "normal", 5 different sequences with 6 elements, difficulty set to "difficult" stereo left to right or right to left transition of noise synth. Sound modified by filters and synthesizer *Universität Freiburg - Prof. Dr. B. Fischer, AG Hirnforschung D-79104 Freiburg, Blicklabor


CD-ROM SUPER-OWL


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