Screening risk of dyslexia through a web-game using language-independent content and machine learning

M. Rauschenberger, R. Baeza-Yates, Luz Rello
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引用次数: 19

Abstract

Children with dyslexia are often diagnosed after they fail school even if dyslexia is not related to general intelligence. In this work, we present an approach for universal screening of dyslexia using machine learning models with data gathered from a web-based language-independent game. We designed the game content taking into consideration the analysis of mistakes of people with dyslexia in different languages and other parameters related to dyslexia like auditory perception as well as visual perception. We did a user study with 313 children (116 with dyslexia) and train predictive machine learning models with the collected data. Our method yields an accuracy of 0.74 for German and 0.69 for Spanish as well as a F1-score of 0.75 for German and 0.75 for Spanish, using Random Forests and Extra Trees, respectively. To the best of our knowledge this is the first time that risk of dyslexia is screened using a language-independent content web-based game and machine-learning. Universal screening with language-independent content can be used for the screening of pre-readers who do not have any language skills, facilitating a potential early intervention.
通过使用语言独立内容和机器学习的网络游戏筛选阅读障碍的风险
患有阅读障碍的儿童通常在学业不及格后被诊断出来,即使阅读障碍与一般智力无关。在这项工作中,我们提出了一种使用机器学习模型和从基于网络的语言独立游戏中收集的数据来普遍筛查阅读障碍的方法。我们在设计游戏内容时考虑了对不同语言阅读障碍患者错误的分析,以及与阅读障碍相关的其他参数,如听觉感知和视觉感知。我们对313名儿童(其中116名患有阅读障碍)进行了用户研究,并用收集到的数据训练预测机器学习模型。我们的方法分别使用随机森林和额外树,德语和西班牙语的准确率分别为0.74和0.69,德语和西班牙语的f1得分分别为0.75和0.75。据我们所知,这是第一次使用独立于语言内容的网络游戏和机器学习来筛选阅读障碍的风险。具有语言独立内容的普遍筛查可用于筛查没有任何语言技能的预读者,促进潜在的早期干预。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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