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Dytective: towards detecting dyslexia across languages using an online game

Published: 11 April 2016 Publication History

Abstract

At least 10% of the global population has dyslexia. In the United States and Spain, dyslexia is associated with a large percentage of school drop out. Current methods to detect risk of dyslexia are language specific, expensive, or do not scale well because they require a professional or extensive equipment. A central challenge to detecting dyslexia is handling its differing manifestations across languages. To address this, we designed a browser-based game, Dytective, to detect risk of dyslexia across the English and Spanish languages. Dytective consists of linguistic tasks informed by analysis of common errors made by persons with dyslexia. To evaluate Dytective, we conducted a user study with 60 English and Spanish speaking children between 7 and 12 years old. We found children with and without dyslexia differed significantly in their performance on the game. Our results suggest that Dytective is able to differentiate school age children with and without dyslexia in both English and Spanish speakers.

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Cited By

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  • (2024)Serious Game for Dyslexia Screening: Design and VerificationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2352205(1-17)Online publication date: 20-May-2024
  • (2023)Dislexia en la etapa universitaria: una mirada desde la lingüística clínicaRevista Médica de Risaralda10.22517/25395203.2523629:1Online publication date: 2-Aug-2023
  • (2023)Uncovering Blind Spots in Education Ethics: Insights from a Systematic Literature Review on Artificial Intelligence in EducationInternational Journal of Artificial Intelligence in Education10.1007/s40593-023-00384-934:3(1166-1205)Online publication date: 1-Dec-2023
  • Show More Cited By

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    cover image ACM Other conferences
    W4A '16: Proceedings of the 13th International Web for All Conference
    April 2016
    223 pages
    ISBN:9781450341387
    DOI:10.1145/2899475
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    • Intuit: Intuit Inc.
    • Google Inc.
    • Canvas Network: Canvas Network
    • TPG: The Paciello Group
    • IBM: IBM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 11 April 2016

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    Author Tags

    1. assessment
    2. diagnosis
    3. dyslexia
    4. early detection
    5. games
    6. linguistics
    7. screening

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    • Short-paper

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    W4A'16
    Sponsor:
    • Intuit
    • Canvas Network
    • TPG
    • IBM
    W4A'16: International Web for All Conference
    April 11 - 13, 2016
    Montreal, Canada

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    Overall Acceptance Rate 171 of 371 submissions, 46%

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    Cited By

    View all
    • (2024)Serious Game for Dyslexia Screening: Design and VerificationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2352205(1-17)Online publication date: 20-May-2024
    • (2023)Dislexia en la etapa universitaria: una mirada desde la lingüística clínicaRevista Médica de Risaralda10.22517/25395203.2523629:1Online publication date: 2-Aug-2023
    • (2023)Uncovering Blind Spots in Education Ethics: Insights from a Systematic Literature Review on Artificial Intelligence in EducationInternational Journal of Artificial Intelligence in Education10.1007/s40593-023-00384-934:3(1166-1205)Online publication date: 1-Dec-2023
    • (2023)A Systematic Review of Research Dimensions Towards Dyslexia Screening Using Machine LearningJournal of The Institution of Engineers (India): Series B10.1007/s40031-023-00853-8104:2(511-522)Online publication date: 23-Jan-2023
    • (2022)Examining Motivational Game Features for Students With Learning Disabilities or Attention DisordersResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch032(705-732)Online publication date: 2022
    • (2022)Artificial Intelligence Enabled Personalised Assistive Tools to Enhance Education of Children with Neurodevelopmental Disorders—A ReviewInternational Journal of Environmental Research and Public Health10.3390/ijerph1903119219:3(1192)Online publication date: 21-Jan-2022
    • (2022)Designing a Data Visualization Dashboard for Pre-Screening Hong Kong Students with Specific Learning DisabilitiesProceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3517428.3550361(1-5)Online publication date: 23-Oct-2022
    • (2022)The story behind DytectiveProceedings of the 19th International Web for All Conference10.1145/3493612.3520442(1-3)Online publication date: 25-Apr-2022
    • (2022)An Effective Feature Selection and Classification Technique Based on Ensemble Learning for Dyslexia DetectionIntelligent Communication Technologies and Virtual Mobile Networks10.1007/978-981-19-1844-5_32(413-423)Online publication date: 20-Jul-2022
    • (2021)The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic ReviewJMIR Serious Games10.2196/264499:3(e26449)Online publication date: 9-Aug-2021
    • Show More Cited By

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