- Using Gamification to Motivate Students with Dyslexia
This paper explores how gamification could potentially benefit a specific student population, children with dyslexia who are transitioning from primary to secondary school
- Gamification as a Supportive Tool for School Children with Dyslexia - MDPI
This article focuses on the gamification of dyslexia, a common disorder of developmental disorders among pupils It affects about 10%–15% of school-age children
- Gamification for Dyslexia: Exciting Learning Methods - Read Academy
At READ Academy, learning should be engaging, fun, and rewarding for all students, especially those with dyslexia By incorporating gamification elements into our evidence-based curriculum, we have created an environment where students are excited to learn and eager to overcome challenges
- LexiLearn: Gamifying Learning for Dyslexia in a Novel Linguistic . . .
Developed through an iterative co-design process involving a dyslexia specialist, five teachers, eight students, and two language experts, LexiLearn incorporates gamification elements such as coins, badges, avatars, levels, streaks, and continuous feedback across three core activities
- Gamify Learning: Making Dyslexia Education Fun and Effective
Discover how utilizing speech-to-text technology, engaging through gamification, and finding personalized technology solutions can empower you to make a significant difference in your child’s learning journey
- Gamification as a Motivational Tool for Students with Dyslexia
The purpose of this study was to examine, summarize, and evaluate the effects of the use of gamification elements based on reading games research implemented for students with reading disabilities, specifically dyslexia
- Managing Dyslexia with Gamification - Pedagogue
The effect of gamification in students with dyslexia may not be limited to motivation To support this notion, a recent study has proposed action video games as means to help children with dyslexia to read faster and more efficiently
- Utilizing Games to Enhance the Learning of Students with Dyslexia: A . . .
This study aims to unpack the pattern use of games to enhance the learning of students with dyslexia using a systematic literature review of thirty-nine articles
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