An Approach to Accessible Serious Games for People with Dyslexia

Autor: Angel Jaramillo-Alcázar, Sergio Luján-Mora, Santiago Criollo-C, Eduardo Venegas
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