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Jellys: Towards a Videogame that Trains Rhythm and Visual Attention for Dyslexia

Published: 08 October 2018 Publication History

Abstract

This demo describes an ongoing research project that aims to develop a video game for the training of two independent cognitive components involved in reading development: visual attention and auditory rhythm. The video game includes two types of gaming activities for each component. First, a proof of concept was carried out with 10 children with dyslexia. The outcome of this proof of concept study served as foundation for the development of a prototype that has been assessed. Human-computer interaction, usability and engagement were measured in a user study with 22 children with dyslexia and 22 without dyslexia. Significant interaction differences between group were not found. Usability and engagement evaluation was positive and will be used to improve the video game. Its efficacy will be tested with a longitudinal training study in developing readers. A video of Jellys user testing is available in https://youtu.be/T9oO9bZFdmM.

Supplementary Material

suppl.mov (pd062.mp4)
Supplemental video

References

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Cited By

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  • (2023)A systematic review of online personalized systems for the autonomous learning of people with cognitive disabilitiesHuman–Computer Interaction10.1080/07370024.2023.2242364(1-32)Online publication date: 13-Aug-2023
  • (2023)ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic childrenVirtual Reality10.1007/s10055-023-00862-427:4(3649-3663)Online publication date: 1-Dec-2023
  • (2022)MILA-Learn, a serious game to train rhythmic abilities in children with dyslexia: Feasibility and Usability Study (Preprint)JMIR Serious Games10.2196/42733Online publication date: 29-Sep-2022
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Information

Published In

cover image ACM Conferences
ASSETS '18: Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility
October 2018
508 pages
ISBN:9781450356503
DOI:10.1145/3234695
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 October 2018

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Author Tags

  1. dyslexia
  2. rhythm
  3. serious games
  4. training
  5. treatment
  6. visual attention

Qualifiers

  • Demonstration

Funding Sources

  • Obra Social La Caixa
  • Severo Ochoa
  • Fundacion Banco Sabadell
  • Fundacion Caja Navarra

Conference

ASSETS '18
Sponsor:

Acceptance Rates

ASSETS '18 Paper Acceptance Rate 28 of 108 submissions, 26%;
Overall Acceptance Rate 436 of 1,556 submissions, 28%

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Cited By

View all
  • (2023)A systematic review of online personalized systems for the autonomous learning of people with cognitive disabilitiesHuman–Computer Interaction10.1080/07370024.2023.2242364(1-32)Online publication date: 13-Aug-2023
  • (2023)ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic childrenVirtual Reality10.1007/s10055-023-00862-427:4(3649-3663)Online publication date: 1-Dec-2023
  • (2022)MILA-Learn, a serious game to train rhythmic abilities in children with dyslexia: Feasibility and Usability Study (Preprint)JMIR Serious Games10.2196/42733Online publication date: 29-Sep-2022
  • (2022)¿Son los videojuegos herramientas adecuadas para aprender a aprender?Revista Colombiana de Educación10.17227/rce.num85-12500(101-122)Online publication date: 1-May-2022
  • (2021)Game-Based Interventions as Support for Learning Difficulties and Knowledge Enhancement in Patients with Dyslexia: A Systematic Literature ReviewInformation and Knowledge in Internet of Things10.1007/978-3-030-75123-4_4(79-97)Online publication date: 7-Oct-2021
  • (2020)Learning how to recycle waste using a gameProceedings of the 6th EAI International Conference on Smart Objects and Technologies for Social Good10.1145/3411170.3411251(144-149)Online publication date: 14-Sep-2020
  • (2020)A Chrome extension to help people with dyslexiaProceedings of the 2020 International Conference on Advanced Visual Interfaces10.1145/3399715.3399843(1-5)Online publication date: 28-Sep-2020
  • (2019)Designing emerging technologies for and with neurodiverse usersProceedings of the 37th ACM International Conference on the Design of Communication10.1145/3328020.3353946(1-10)Online publication date: 4-Oct-2019

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