2015
DOI: 10.3991/ijet.v10i7.4625
|View full text |Cite
|
Sign up to set email alerts
|

Measuring the Reading Abilities of Dyslexic Children through a Visual Game

Abstract: Abstract-In modern society about 10% of children suffer from a neuro-developmental disorder called dyslexia, which implies difficulties in learning to read. According to recent research, playing action videogames can be a valid teaching tool to improve the reading skills of dyslexic children through forms of engagement and interaction. This paper describes the design, implementation, validation and experimentation of an educational action game oriented to promote phonological and visuo-spatial attention traini… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
6
0
2

Year Published

2016
2016
2021
2021

Publication Types

Select...
4
1
1

Relationship

1
5

Authors

Journals

citations
Cited by 9 publications
(8 citation statements)
references
References 18 publications
0
6
0
2
Order By: Relevance
“…Another popular approach is to create a custom game based on theories of cognition or other previous research. For example, several papers in our review created games to detect dyslexia based on theories of visual-spatial attention [ 55 , 89 , 96 , 100 ]. As another example, McKanna et al [ 32 ] created 21 Tally , described as “blackjack played in two dimensions,” based on theories of divided attention.…”
Section: Resultsmentioning
confidence: 99%
“…Another popular approach is to create a custom game based on theories of cognition or other previous research. For example, several papers in our review created games to detect dyslexia based on theories of visual-spatial attention [ 55 , 89 , 96 , 100 ]. As another example, McKanna et al [ 32 ] created 21 Tally , described as “blackjack played in two dimensions,” based on theories of divided attention.…”
Section: Resultsmentioning
confidence: 99%
“…The influence of memory and attention functions acquired in the structured environment of the learning program improved the awareness of the phonological structure of both children with and without dyslexia and induced a significant decrease in their spelling errors as well as they were able to generalize concepts and adopt rules based on their language (Kast et al, 2011). Ludovico et al (2015) created an AVG oriented to promote phonological and visuo-spatial attention training in dyslexic subjects aged between seven and nine years. They designed a game where the player while choosing syllables to reconstruct words, at the same time improves his own ability to relate graphemes to phonemes, and also develops the speed of reading.…”
Section: Sgs' Impact On Ddmentioning
confidence: 99%
“…Los cinco documentos ordenados hacia las habilidades de lectura pueden igualmente subdividirse en: fonética (Ludovico, Di Tore, Mangione, Di Tore y Corona, 2015) y comprensión del texto (Bengoechea, 2009;Gerber y Onwuegbuzie, 2013;Michaelsen y Pihl, 2012;Pfannenstiel, 2016). El primero de ellos, Ludovico et al (2015), suscribe un análisis dirigido al mismo ámbito de estudio de Jiménez y Rojas (2008), utilizando la misma metodología descriptiva en niños disléxicos de primaria. En este caso, profundizan sobre el efecto de los videojuegos en la exactitud y velocidad de la lectura, demostrando que la exactitud de la lectura incrementa, pero la velocidad dependerá del nivel de experiencia del estudiante dentro de un formato similar.…”
Section: Habilidades De La Lectura a Través De Los Videojuegosunclassified