Even if dyslexia is neurological in origin, certain text mod ifications could make texts more accessible for people with dyslexia. We introduce DysWebxia 2.0, a model that inte grates our findings from research conducted with this target group. It alters content and presentation of the text to make it more readable. We also present the current integrations of DysWebxia in different reading software applications.
Worldwide, around 10% of the children have dyslexia, a learning disability characterised by difficulties with accurate word recognition and poor spelling. These difficulties can be overcome by language exercises. Typically, they come in the form of books. Hence, they are static and do not adapt to a child's specific needs. We present Dyseggxia, a game for mobile devices for children with dyslexia. It features five different exercises, which were derived from previous research on dyslexic errors. A study with 12 children with dyslexia confirmed that the game is fun and more attractive than traditional exercises. When playing, the exercises adapt to the specific difficulties of the individual player. The game is available for free for iOS and Android and it has been adopted into the program of institutions which support children with dyslexia. This is the first time English and Spanish reinforcement exercises are presented in an adaptive and fun-to-do way.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.