• Title of article

    A Psychometric Tool for a Virtual Reality Rehabilitation Approach for Dyslexia

  • Author/Authors

    Pedroli, Elisa Applied Technology for Neuro-Psychology Lab - Istituto Auxologico Italiano - Via Magnasco - Milano, Italy , Padula, Patrizia Applied Technology for Neuro-Psychology Lab - Istituto Auxologico Italiano - Via Magnasco - Milano, Italy , Guala, Andrea Department of Paediatrics - Ospedale Castelli - Via Crocetta - Pallanza, Italy , Teresa Meardi, Maria Department of Child Neuropsychiatry - Ospedale Castelli - Via Crocetta - Pallanza, Italy , Riva, Giuseppe Department of Psychology - Catholic University of Milan - Milan, Italy , Albani, Giovanni Division of Neurology and Neurorehabilitation - IRCCS Istituto Auxologico Italiano - Via Cadorna - Piancavallo - Verbania, Italy

  • Pages
    6
  • From page
    1
  • To page
    6
  • Abstract
    Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children. According to the results, an approach using cues in the context of a virtual environment may represent a promising tool to improve attentional skills. On the other hand, our results do not demonstrate an immediate effect on reading performance, suggesting that a more prolonged protocol may be a future direction.
  • Keywords
    Dyslexia , Rehabilitation , Tool
  • Journal title
    Computational and Mathematical Methods in Medicine
  • Serial Year
    2017
  • Record number

    2609853