Nur Azzah Abu Bakar, Noraziah ChePa, Laura Lim Sie-Yi
{"title":"Criteria for the Dyslexic Games: A Systematic Literature Review","authors":"Nur Azzah Abu Bakar, Noraziah ChePa, Laura Lim Sie-Yi","doi":"10.11113/humentech.v2n1.35","DOIUrl":null,"url":null,"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 dyslexics. To date, these criteria are still dispersed in numerous publications, leading to the duplication of basic games that have previously been developed by others. This study aimed to identify the dispersed criteria by adopting PRISMA approach in the systematic literature review, and analyze them to formulate a comprehensive guideline for future design and development of the dyslexic games. Five main databases were chosen which are Scopus, ACM Digital Library, EBSCO-host, Wiley and Web of Science (WOS). Out of 551 articles that have been screened, only 50 articles were eligible to be analyzed based on the relevancy to the criteria, and only 23 articles were included in the study after further screening. A total of 135 criteria were identified with some redundancies, and were further classified into four categories: device and platform; features; interface and gameplay. These criteria can be utilized by the educational game developers as reference when designing the dyslexic games. A better dyslexic-friendly games could be produced when the developers design it with their special learning needs in mind.","PeriodicalId":168265,"journal":{"name":"Journal of Human Centered Technology","volume":"55 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Human Centered Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.11113/humentech.v2n1.35","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
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 dyslexics. To date, these criteria are still dispersed in numerous publications, leading to the duplication of basic games that have previously been developed by others. This study aimed to identify the dispersed criteria by adopting PRISMA approach in the systematic literature review, and analyze them to formulate a comprehensive guideline for future design and development of the dyslexic games. Five main databases were chosen which are Scopus, ACM Digital Library, EBSCO-host, Wiley and Web of Science (WOS). Out of 551 articles that have been screened, only 50 articles were eligible to be analyzed based on the relevancy to the criteria, and only 23 articles were included in the study after further screening. A total of 135 criteria were identified with some redundancies, and were further classified into four categories: device and platform; features; interface and gameplay. These criteria can be utilized by the educational game developers as reference when designing the dyslexic games. A better dyslexic-friendly games could be produced when the developers design it with their special learning needs in mind.
技术的进步见证了基于游戏的干预越来越多的使用,它被证明对患有特殊学习障碍(如阅读障碍)的人有益。游戏最初是为娱乐而开发的,通常被认为是一种具有挑战、动机和奖励等关键特征的工具,为阅读障碍的教学和学习增加了更多的乐趣和兴奋。该地区开发了许多游戏应用程序;每一个都包含了几个标准,以满足阅读障碍患者的特定需求。到目前为止,这些标准仍然分散在许多出版物中,导致了其他人之前开发的基本游戏的复制。本研究旨在通过系统的文献综述,采用PRISMA方法找出分散的标准,并对其进行分析,为今后设计和开发阅读障碍游戏制定一个综合的指导方针。主要选择Scopus、ACM数字图书馆、EBSCO-host、Wiley和Web of Science (WOS) 5个数据库。在筛选的551篇文章中,根据与标准的相关性,只有50篇文章符合分析条件,在进一步筛选后,只有23篇文章被纳入研究。共确定了135个标准,其中有些冗余,并进一步分为四类:设备和平台;功能;界面和玩法。这些标准可供教育游戏开发者在设计阅读障碍类游戏时参考。当开发者在设计游戏时考虑到他们的特殊学习需求时,便能够创造出一款更适合阅读障碍者的游戏。