Exploring the use of a gamification platform to support students with dyslexia

D. Gooch, A. Vasalou, L. Benton
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引用次数: 15

Abstract

The concept of gamification is receiving increasing amounts of attention. However, to date there has been little reported work that has moved beyond anecdotal accounts of its use within educational situations and studies that have been undertaken in this area have predominantly focused on University students. This paper explores how gamification could potentially benefit a specific student population, children with dyslexia who are transitioning from primary to secondary school. Two teachers from specialist dyslexia teaching centres used classDojo, a gamification platform, during their teaching sessions for one term. We detail how the teachers appropriated the platform in different ways and how this impacted the resulting forms of motivation engendered within the students. These findings have subsequently informed a series of design recommendations presented within the paper regarding how gamification platforms can be optimised for students with dyslexia. We conclude by arguing that our work can serve as a springboard for discussing how gamification platforms could be of use for students with other special educational needs.
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探索使用游戏化平台来支持有阅读障碍的学生
游戏化的概念正受到越来越多的关注。然而,迄今为止,除了在教育环境中使用它的轶事叙述之外,几乎没有报道的工作,并且在这一领域进行的研究主要集中在大学生身上。本文探讨了游戏化如何潜在地造福于特定的学生群体,即从小学过渡到中学的阅读障碍儿童。来自专业阅读障碍教学中心的两名教师在一个学期的教学中使用了classDojo这个游戏化平台。我们详细介绍了教师如何以不同的方式占用平台,以及这如何影响学生内部产生的最终动机形式。这些发现随后为论文中提出的一系列设计建议提供了信息,这些建议涉及如何为患有阅读障碍的学生优化游戏化平台。我们的结论是,我们的工作可以作为一个跳板,讨论如何将游戏化平台用于有其他特殊教育需求的学生。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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