2023
DOI: 10.11113/humentech.v2n1.35
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Criteria for the Dyslexic Games: A Systematic Literature Review

Abstract: The advancement of technology has witnessed the increasing use of game-based intervention and it is proven beneficial for people with specific learning disorder such as Dyslexia. Initially developed for entertainment, a game is generally considered a tool with the key features of challenge, motivation, and rewards which add more fun and excitement to Dyslexia teaching and learning. Many game applications have been developed in the area; each incorporates several criteria to meet the specific needs of the dysle… Show more

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Cited by 3 publications
(3 citation statements)
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“…Masalah yang dihadapi oleh anak dyslexia berdasarkan metode pengumpulan data : Tabel 1. Permasalahan Anak Dyslexia (Abu Bakar et al, 2023) Problem Description…”
Section: Analisis Masalahunclassified
“…Masalah yang dihadapi oleh anak dyslexia berdasarkan metode pengumpulan data : Tabel 1. Permasalahan Anak Dyslexia (Abu Bakar et al, 2023) Problem Description…”
Section: Analisis Masalahunclassified
“…Challenge, incentive and reward are the essential components of game-based activities. In fact, these games were developed for pleasure which aimed to make dyslexic teaching and learning more enjoyable and exciting (Abu Bakar et al, 2023). In this regard, computer-based games are an attractive and exciting learning method that seems to provide successful learning strategies for children with learning disabilities.…”
Section: Introductionmentioning
confidence: 99%
“…Today there are various available applications for assisting in treatment of dyslexia; however, the inclusion of games and their standards in existing applications has not yet been investigated (Abu Bakar et al, 2023). According to Raessens (2006), video games have turned into a phenomena of crucial cultural significance and should be taken into consideration as aesthetic, social and cultural phenomena.…”
Section: Introductionmentioning
confidence: 99%