The iLearnRW Game: Support for Students with Dyslexia in Class and at Home

Thomas Cuschieri, Rilla Khaled, Vincent E. Farrugia, Hector P. Martinez, Georgios N. Yannakakis
2014 2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)  
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
more » ... ment 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.
doi:10.1109/vs-games.2014.7012167 dblp:conf/vsgames/CuschieriKFMY14 fatcat:5jbrsixhr5b57dgmwoma3t4a3a