Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/29887
Title: The iLearnRW game : support for students with dyslexia in class and at home
Authors: Cuschieri, Thomas
Khaled, Rilla
Farrugia, Vincent E.
Martinez, Hector P.
Yannakakis, Georgios N.
Keywords: Computer games -- Design
Dyslexia
Issue Date: 2014-09
Publisher: Institute of Electrical and Electronics Engineers Inc.
Citation: Cuschieri, T., Khaled, R., Farrugia, V. E., Martinez, H. P., & Yannakakis, G. N. (2014). The iLearnRW game : support for students with dyslexia in class and at home. Sixth International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Valletta. 1-2.
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.
URI: https://www.um.edu.mt/library/oar//handle/123456789/29887
Appears in Collections:Scholarly Works - InsDG

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