iLearnRW游戏:在课堂和家庭中为有阅读障碍的学生提供支持

Thomas Cuschieri, Rilla Khaled, Vincent-Emmanuel Farrugia, H. P. Martínez, Georgios N. Yannakakis
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引用次数: 20

摘要

阅读障碍包括各种各样的与识字有关的困难,在大多数情况下,需要个性化的干预。然而,由于阅读障碍影响了很大一部分人口,学校不能为每个学生提供单独的照顾。iLearnRW游戏为学生提供了一个工具,通过个性化的教学计划来提高他们的读写技能。游戏的设计和与之相结合的适应机制的目的是在使用有限数量的资产和识字内容的情况下,保持学生在无限次数的游戏过程中的参与度。通过专注于保持参与,我们希望提高学习成果,并激励学生也在校外玩游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The iLearnRW Game: Support for Students with Dyslexia in Class and at Home
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.
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