Dyslexia is one of the neurodevelopmental disorders with interdisciplinary dimensions. The study aimed to evaluate the effectiveness of computer-based Linguistic Games on semantic and phonological awareness of students with dyslexia. The study adopted a quasi-experimental design using pretest-posttest and a control group. The population of the study included all male students in the second grade with dyslexia, who were studying in the centers of learning disabilities in Mashhad- Iran. The research sample consisted of 20 students selected via convenient sampling method. The participants in the experimental group received 10 sessions of 45 minutes for training through the CBLG while the participants in the control group received the conventional training of learning disabilities in the centers. Language Development Test (TOLD-P3) was used in the pre-test and post-test to assess the semantic and phonological awareness of the students. The results of covariance (ANCOVA) showed that there was a significant difference between the mean scores of phonological (P< 0.05) and semantic (p< 0.001) awareness of the experimental and control groups. According to the findings, it became clear that training using educational linguistic games software package was more effective than conventional methods concerning the performance of semantic and phonological awareness.