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
Link To Document