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Design Rationales of a Mobile Game-Based Intervention for German Dyslexic Children

Published: 23 October 2018 Publication History

Abstract

Educational games have been shown to provide support for children with learning disabilities to overcome their challenges. Gaming and feedback elements can benefit the learning process while keeping children engaged and help them to regain motivation for learning. We present the design of a mobile serious game for German dyslexic primary school children that incorporates gaming elements such as narrative, pedagogical agents, tutorials, feedback, and reward mechanisms. We derive our game design decisions and specify the rationales behind with special focus on the needs and demands of the target group. We evaluate the gaming elements based on the results of 63 children who played the game at home during a period of 9-10 weeks. Results indicate overall positive perception of the game elements. Children were immersed in the fantasy-themed world, liked the pedagogical agents, and indicated that the interactive tutorials gave an easy start into the game, and emphasized the special importance of praise.

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  • (2024)Developing a Group-Based Literacy Screening for German Pre-Readers: A Digital, Game-Based ApproachProceedings of the ACM on Human-Computer Interaction10.1145/36764968:MHCI(1-28)Online publication date: 24-Sep-2024
  • (2023)Teachers and Education Recovery: Redesigning Learning and Changing MindsetInterdisciplinary Perspectives on Special and Inclusive Education in a Volatile, Uncertain, Complex & Ambiguous (Vuca) World10.1108/S1479-363620230000020008(123-135)Online publication date: 29-Jun-2023
  • (2023)Participatory design of an Arabic serious game for children with dyslexia: a qualitative exploratory studyUniversal Access in the Information Society10.1007/s10209-023-01015-923:4(1873-1895)Online publication date: 19-Jul-2023
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cover image ACM Conferences
CHI PLAY '18 Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
October 2018
725 pages
ISBN:9781450359689
DOI:10.1145/3270316
  • General Chairs:
  • Florian 'Floyd' Mueller,
  • Daniel Johnson,
  • Ben Schouten,
  • Program Chairs:
  • Phoebe O. Toups Dugas,
  • Peta Wyeth
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 the author(s) 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].

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Published: 23 October 2018

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Author Tags

  1. digital game-based learning
  2. dyslexia
  3. game design

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CHI PLAY '18 Extended Abstracts Paper Acceptance Rate 43 of 123 submissions, 35%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

View all
  • (2024)Developing a Group-Based Literacy Screening for German Pre-Readers: A Digital, Game-Based ApproachProceedings of the ACM on Human-Computer Interaction10.1145/36764968:MHCI(1-28)Online publication date: 24-Sep-2024
  • (2023)Teachers and Education Recovery: Redesigning Learning and Changing MindsetInterdisciplinary Perspectives on Special and Inclusive Education in a Volatile, Uncertain, Complex & Ambiguous (Vuca) World10.1108/S1479-363620230000020008(123-135)Online publication date: 29-Jun-2023
  • (2023)Participatory design of an Arabic serious game for children with dyslexia: a qualitative exploratory studyUniversal Access in the Information Society10.1007/s10209-023-01015-923:4(1873-1895)Online publication date: 19-Jul-2023
  • (2022)Is mobile game-based learning effective for international adults learning Maltese?Asian-Pacific Journal of Second and Foreign Language Education10.1186/s40862-022-00157-27:1Online publication date: 14-Nov-2022
  • (2021)Moving beyond Limitations: Designing the Helpdys App for Children with Dyslexia in Rural AreasSustainability10.3390/su1313708113:13(7081)Online publication date: 24-Jun-2021
  • (2021)A DIGITAL GAME-BASED MATRIX LEARNING SYSTEMi-manager's Journal of Educational Technology10.26634/jet.17.4.1759717:4(29)Online publication date: 2021
  • (2021)Interaction Styles in Context: Comparing Drag-and-Drop, Point-and-Touch, and Touch in a Mobile Spelling GameInternational Journal of Human–Computer Interaction10.1080/10447318.2020.1848160(1-16)Online publication date: 4-Feb-2021
  • (2020)User-Centered Design of e-Learning User Interfaces: A Survey of the Practices2020 3rd International Conference on Computer and Informatics Engineering (IC2IE)10.1109/IC2IE50715.2020.9274623(1-7)Online publication date: 15-Sep-2020
  • (2020)Using technology in special education: current practices and trendsEducational Technology Research and Development10.1007/s11423-020-09795-0Online publication date: 18-Jun-2020
  • (2018)Validity and Player Experience of a Mobile Game for German Dyslexic ChildrenProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts10.1145/3270316.3271523(469-478)Online publication date: 23-Oct-2018

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