SkateKids and Ramps To Reading are online digital game-based supplemental reading programs built to stimulate and develop the cognitive processes necessary for learning to read while students build critical literacy skills.

Ramps To Reading (Ages 4 to 7) takes early readers from initial pre-literacy levels to basic word reading and comprehension. Engaging games help learners acquire and practice skills in a developmentally appropriate sequence.

SkateKids (Ages 7 to 12) cultivates early readers in an immersive environment that scaffolds reading levels as it helps learners develop critical thinking and metacognitive skills.

The programs are based on the research of Dr. Jack Naglieri, demonstrating the critical importance of Planning, Attention, and Simultaneous and Sequential Processing in reading.

TARGETED SKILLS

Cognitive Skills

Attention
Working Memory
Planning
Simultaneous Processing
Sequential Processing
Visualization

Literacy Skills

Alphabet Knowledge
Sound/Letter Identification
Phonics/Phonemic Awareness
Word Decoding
Reading Comprehension

Reading Strategies

Visual Scanning
Verbal Rehearsal

Recommended Use

  • 3 to 5 times per week
  • 15 to 30 minutes per session

Technical Requirements

PC or MAC or Chromebook
Browser with Flash Plug-in
Internet Connection
Computer Speakers/Headphones
Mouse

“As state director of Reading First and Literacy in Tennessee, I saw the results our schools were able to achieve with SkateKids and Ramps To Reading. The evidence of effectiveness has been documented by the American Psychological Association. The customer service offered by the company is outstanding, making the programs easy to buy, implement and use.”

Dr. James Herman
Former Director Reading First and Literacy
State of Tennessee

Features and Benefits

SkateKids and Ramps To Reading

  • Integrate the development of essential cognitive skills with the literacy skills recommended by the National Reading Panel.
  • Are supported by published peer-reviewed research on the programs’ effectiveness.
  • Enhance any curriculum and any direct instructional setting.
  • Provide an immersive and engaging digital-game based
  • Are easy to use at home or in a classroom or learning center setting.

Grade Students who used SkateKids for an average of 16.8 hours over the course of an academic year (high-use group) improved their DIBELS Oral Reading Fluency (ORF) scores significantly more than students who used the program for an average of 5.7 hours. On pre-test, 33% of both groups performed at benchmark or above. On post-test,67% of the high-use group, but just 45% of the low-use group met or exceeded benchmark.

Empirical Validation of an On-line Literacy Program using DIBELS for Title I Students, Naglieri, 2009

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