Abstract
Dyslexia is a disability which influences one’s ability to read, spell and understand. People with dyslexia have reading problems, having nothing to do with social status, level of intelligence or education. Symptoms of dyslexia can be difficult to recognize, but some early clues may indicate a problem. Games have the advantage to keep high motivation. So, games can be used as a learning aid for dyslexic children. This paper discusses a design case study to explore the potential of gamification for improving reading skills of dyslexic children. A digital application was developed as a learning aid and used as a tool to detect the risk of dyslexia at the young age. It focuses on the letter recognition problem which is seen commonly among the dyslexic children. The game is validated using the heuristic evaluation technique. The significance of this game is also discussed in this paper.
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Sasupilli, M., Bokil, P., Wagle, P. (2019). Designing a Learning Aid for Dyslexic Children. In: Chakrabarti, A. (eds) Research into Design for a Connected World. Smart Innovation, Systems and Technologies, vol 135. Springer, Singapore. https://doi.org/10.1007/978-981-13-5977-4_59
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DOI: https://doi.org/10.1007/978-981-13-5977-4_59
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