In modern society about 10% of children suffer from a neuro-developmental disorder called dyslexia, which implies difficulties in learning to read. According to recent research, playing action videogames can be a valid teaching tool to improve the reading skills of dyslexic children through forms of engagement and interaction. This paper describes the design, implementation, validation and experimentation of an educational action game oriented to promote phonological and visuo-spatial attention training in dyslexic subjects aged between 7 and 9.

Measuring the Reading Abilities of Dyslexic Children through a Visual Game

DI TORE, PIO ALFREDO;MANGIONE, Giuseppina Rita;DI TORE, STEFANO;CORONA, Felice
2015-01-01

Abstract

In modern society about 10% of children suffer from a neuro-developmental disorder called dyslexia, which implies difficulties in learning to read. According to recent research, playing action videogames can be a valid teaching tool to improve the reading skills of dyslexic children through forms of engagement and interaction. This paper describes the design, implementation, validation and experimentation of an educational action game oriented to promote phonological and visuo-spatial attention training in dyslexic subjects aged between 7 and 9.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11386/4647142
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