• DocumentCode
    227083
  • Title

    The iLearnRW Game: Support for Students with Dyslexia in Class and at Home

  • Author

    Cuschieri, Thomas ; Khaled, Rilla ; Farrugia, Vincent E. ; Martinez, Hector P. ; Yannakakis, Georgios N.

  • Author_Institution
    Inst. of Digital Games, Univ. of Malta, Msida, Malta
  • fYear
    2014
  • fDate
    9-12 Sept. 2014
  • Firstpage
    1
  • Lastpage
    2
  • Abstract
    Dyslexia includes a large variety of literacy-related difficulties which demands, in most cases, a personalised intervention. However, as dyslexia affects a large fraction of the population, schools cannot provide individual care for each student. The iLearnRW game provides a tool for students to work on their literacy skills following a personalised teaching programme. The design of the game and adaptation mechanisms integrated with it are aimed at maintaining student engagement for the duration of an open-ended number of playing sessions, while using a limited quantity of assets and literacy content. By focusing on maintenance of engagement, we hope to improve learning outcomes and motivate students to also play the game outside of school.
  • Keywords
    computer aided instruction; computer games; handicapped aids; human factors; medical disorders; teaching; adaptation mechanisms; asset quantity; dyslexia; game design; iLearnRW game; learning outcome improvement; literacy content; literacy-related difficulties; open-ended playing sessions; personalised intervention; personalised teaching programme; student engagement maintenance; student literacy skills; student motivation improvement; Adaptation models; Educational institutions; Games; Social network services; Sociology; Visualization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games and Virtual Worlds for Serious Applications (VS-GAMES), 2014 6th International Conference on
  • Conference_Location
    Valletta
  • Type

    conf

  • DOI
    10.1109/VS-Games.2014.7012167
  • Filename
    7012167