Abstract
Children with reading and writing difficulties, such as dyslexia, have been directly affected by the Covid-19 situation because they could not have the teacher’s face-to-face support. Consequently, new devices and technological applications are being used in educational contexts to improve the interest of learning. This paper presents the design of a Virtual Reality Serious Game called DixGame. This game is a pedagogical tool specifically oriented to children between 8 and 12 years old with dyslexia. Two immersive mini-games are included in this game: a Whack-a-mole and a Memory, which try to improve different skills keeping the children focused on tasks. Whack-a-mole aims to work on the attention and visual and reading agility by recognizing correct letters and words. Memory aims to improve memory and attention ability by pairing letter-cards. The mini-game structure permits to incorporate new levels or games and the progressive increment of difficulty allows the autonomous treatment.
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Acknowledgements
This work was partially supported by the ACIS project (Reference Number INVESTUN/21/BU/0002) of the Consejería de Empleo e Industria of the Junta de Castilla y León (Spain) and the Erasmus+ RISKREAL Project (Reference Number 2020-1-ES01-KA204-081847) of the European Commission.
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Guillen-Sanz, H., Rodríguez-Garcia, B., Martinez, K., Manzanares, M.C.S. (2022). A Virtual Reality Serious Game for Children with Dyslexia: DixGame. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2022. Lecture Notes in Computer Science, vol 13446. Springer, Cham. https://doi.org/10.1007/978-3-031-15553-6_3
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