Development Of a Guideline for Dyslexic Games

The advancement of technology has witnessed the increasing use of game-based intervention and it is proven beneficial in healthcare treatment including Dyslexia. Initially developed for entertainment, a game is generally considered to be an activity with the key features of challenge, motivation, an...

Full description

Saved in:
Bibliographic Details
Main Authors: Abu Bakar, Nur Azzah, Che Pa, Noraziah
Format: Monograph
Language:English
Published: UUM 2021
Subjects:
Online Access:https://repo.uum.edu.my/id/eprint/30120/1/14590.pdf
https://repo.uum.edu.my/id/eprint/30120/
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:The advancement of technology has witnessed the increasing use of game-based intervention and it is proven beneficial in healthcare treatment including Dyslexia. Initially developed for entertainment, a game is generally considered to be an activity with the key features of challenge, motivation, and reward, thus adding more fun and excitement to dyslexia teaching and learning. Although many applications have been developed for treating dyslexic children, the incorporation of game and its criteria in those applications are yet to be formalized. This study focuses on identifying the criteria of dyslexic game by employing combination of interview and systematic literature reviews (SLR). Interview with the stakeholders who directly involved with Dyslexic children has produced the first set of the criteria. SLR is conducted involving five main databases which are Scopus, ACM digital library, EBSCO-host, Wiley, and Web of Science (WOS). Out of 551 articles that have been early screened from five main databases, only 50 articles are eligible to be analyzed based on the relevancy to the criteria. After further screening, there are only 23 articles the be included in the study and produced a second set of the criteria. These two sets of criteria are thoroughly analyzed, combined, and formulated as a guideline which comprises of four main categories; device and platform, interface, game features, and gameplay. The guideline consists of guidance to be used for designing and developing Dyslexic therapy games with the purpose of assisting Dyslexic children to read. The guideline is believed to be beneficial to many parties especially the educational game developers, therapists, and educationist who are dealing with intervention for Dyslexic children.