Unobtrusive monitoring of learners' game interactions to identify their dyslexia level

被引:2
作者
Tlili, Ahmed [1 ]
Najjar, Roua [2 ]
Essalmi, Fathi [2 ,4 ]
Jemni, Mohamed [2 ]
Chang, Maiga [3 ]
Huang, Ronghuai [1 ]
Chang, Ting-Wen [1 ]
机构
[1] Beijing Normal Univ, Smart Learning Inst, Beijing, Peoples R China
[2] Univ TUNIS, Tunis Higher Sch Engn ENSIT, Res Lab Technol Informat & Commun & Elect Engn La, Tunis, Tunisia
[3] Athabasca Univ, Sch Comp & Informat Syst, Athabasca, AB, Canada
[4] Univ Jeddah, Coll Business, Management Informat Syst Dept, Jeddah, Saudi Arabia
来源
2020 IEEE 20TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2020) | 2020年
关键词
component: Disability; Educational games; Specific learning disorders; Dyslexia; Visual-spatial attention; Phonological awareness; AGREEMENT;
D O I
10.1109/ICALT49669.2020.00040
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Several research studies have highlighted that the traditional method of identifying dyslexia within learners is time consuming, expensive and might not be effective as some people acquired the skills to hide their disability. Particularly, no tool or method was reported in the Arab region (22 countries) that could help identify dyslexia within Arab learners. Therefore, this paper presents a developed and validated educational game to implicitly identify the level of dyslexia within learners based on their game play traces. The game was played by twenty-six children within a private school for special education with the supervision of experts from a private center for learners with disabilities. The obtained results showed that the accuracy level of identifying learners with dyslexia with the use of the game is high. Additionally, the experts reported a favorable perception and high technology acceptance degree towards the game. The findings of this research could enhance the educational technology field by providing an educational game design for implicit identification of dyslexia level.
引用
收藏
页码:109 / 113
页数:5
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