Skip to content

Gene x Environment Interplay in Developmental Dyslexia Treatment: A Round-trip Translation Between Humans and Animal

Gene x Environment Interplay in Developmental Dyslexia Treatment: A Round-trip Translation Between Humans and Animal

Status
Recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06186882
Acronym
Gedys
Enrollment
60
Registered
2024-01-02
Start date
2023-04-30
Completion date
2026-04-30
Last updated
2024-01-02

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Reading Disorder

Brief summary

Developmental dyslexia affects 7% of school-age children (Male:Female ratio of 1.5:1) and incurs disadvantages in education and occupation. Scientific progress concerning the etiology of developmental dyslexia evidenced the complex gene-environment interaction. The DCDC2-READ1 deletion associates with reading skills and affects the magnocellular-dorsal stream in humans and animals. DCDC2 modifies neural activity within the excitatory pathways. The magnocellular-dorsal stream mediates the function of the attention network. Difficulties in spatial and temporal attention shifting impair letter-to-speech sound integration increasing neural noise. Action video games improve the efficiency of the magnocellular-dorsal stream. The aim of this cutting-edge, round trip translation study is threefold: 1.to unravel new insights behind the pathophysiology of developmental dyslexia, 2. to assess gene-environment interaction effects on developmental dyslexia endophenotypes, and 3. to identify useful clues to foster the identification of new, personalized treatments.

Interventions

BEHAVIORALAction Video-Game

Thanks to their specific characteristics (presentation of multiple peripheral, rapidly moving, spatio-temporally unpredictable stimuli), Action Video-Games improve reading skills through their effects on the Magnocellular-Dorsal stream. Training will consist of 20 days of Action Video-Games sessions of 1 hour each, three times per week.

Sponsors

Università degli studi di Bergamo
CollaboratorUNKNOWN
IRCCS Eugenio Medea
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
5 Years to 6 Years
Healthy volunteers
Yes

Inclusion criteria

* 5-years old pre-readers, * normal intelligence quotient, * no main counter indications for magnetic resonance acquisition, * no previous diagnosis of any neurodevelopmental disorders.

Exclusion criteria

* intelligence quotient below the average range, * presence of counter indications for magnetic resonance acquisition, * previous diagnosis of any neurodevelopmental disorders.

Design outcomes

Primary

MeasureTime frameDescription
Short-term memory3 yearsShort-term memory - assessed by the Single Digit Forward Span, Single Digit Backward Span. Measures obtained: Z scores age-corrected.
Phonological awareness3 yearsPhonological awareness - assessed by the nonword repetition test. Measures obtained: Z scores age-corrected.
Rapid automatized naming3 yearsRapid automatized naming - assessed by the RAN test. Measures obtained: Z scores age-corrected.
Reading skills3 yearsReading skills - assessed by single unrelated words and pseudo-words reading tests. Measures obtained: Z scores age-corrected.
Visual attention3 yearsVisual attention - assessed by a computer-based visual attention task
Visual motion processing3 yearsVisual motion processing - assessed by Coherent dot motion task
measurement of neurotransmitters3 yearsin vivo measures of neurotransmitters including glutamate and gamma-Aminobutyric acid magnetic resonance spectroscopy

Countries

Italy

Contacts

Primary ContactSara Mascheretti
sara.mascheretti@lanostrafamiglia.it031877895

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026