Thomas Cuschieri, Rilla Khaled, Vincent-Emmanuel Farrugia, H. P. Martínez, Georgios N. Yannakakis
{"title":"The iLearnRW Game: Support for Students with Dyslexia in Class and at Home","authors":"Thomas Cuschieri, Rilla Khaled, Vincent-Emmanuel Farrugia, H. P. Martínez, Georgios N. Yannakakis","doi":"10.1109/VS-Games.2014.7012167","DOIUrl":null,"url":null,"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.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"118 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"20","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VS-Games.2014.7012167","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 20
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.