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

Published:08 October 2018Publication 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.

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References

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  • 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

    Copyright © 2018 Owner/Author

    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: 8 October 2018

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    Acceptance Rates

    ASSETS '18 Paper Acceptance Rate28of108submissions,26%Overall Acceptance Rate436of1,556submissions,28%

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