An Approach to Accessible Serious Games for People with Dyslexia
Autor: | Angel Jaramillo-Alcázar, Sergio Luján-Mora, Santiago Criollo-C, Eduardo Venegas |
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Přispěvatelé: | Universidad de Alicante. Departamento de Lenguajes y Sistemas Informáticos, Advanced deveLopment and empIrical research on Software (ALISoft) |
Jazyk: | angličtina |
Rok vydání: | 2021 |
Předmět: |
Serious games
serious games Disabilities Geography Planning and Development Population Internet privacy TJ807-830 Management Monitoring Policy and Law Affect (psychology) educational TD194-195 050105 experimental psychology Renewable energy sources Impairments development method medicine Learning disabilities 0501 psychology and cognitive sciences GE1-350 Educational education Set (psychology) Video game impairments education.field_of_study learning Environmental effects of industries and plants Renewable Energy Sustainability and the Environment business.industry 05 social sciences Cognitive disorder Dyslexia 050301 education Cognition sustainability medicine.disease Accessibility accessibility Environmental sciences Development method Sustainability Lenguajes y Sistemas Informáticos ComputingMilieux_COMPUTERSANDSOCIETY Psychology business 0503 education Mobile device |
Zdroj: | Sustainability, Vol 13, Iss 2507, p 2507 (2021) RUA. Repositorio Institucional de la Universidad de Alicante Universidad de Alicante (UA) Sustainability Volume 13 Issue 5 |
ISSN: | 2071-1050 |
Popis: | Dyslexia is a cognitive disorder that affects the evolutionary ability to read, write, and speak in people, affecting the correct learning of a large percentage of the population worldwide. In fact, incorrect learning is caused because the educational system does not take into consideration the accessibility parameters that people with dyslexia need to maintain a sustainable educational level equal to others. Moreover, the use of mobile devices, such as smartphones and tablets, has been deployed in education programs, offering many benefits however, the lack of accessibility of those devices creates new barriers to students with dyslexia that hinder their education. With the aim of reducing these barriers, this paper presents an approach to the development of accessible serious games games for children with dyslexia. As a case study, a serious game based on a previously proposed serious game development method and a new set of accessibility guidelines for people with dyslexia is presented. The main purpose of the serious video game is to improve the treatment of dyslexia, through the collection of data obtained from two puzzles designed to train certain cognitive areas that affect this disability. This article has a double contribution: on the one hand, the guidelines and the method that can help video game developers and therapists to develop accessible serious games for people with dyslexia and, on the other hand, the two specific serious games that can be used by therapists, family members and people with dyslexia themselves. |
Databáze: | OpenAIRE |
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