Intelligent Games for Learning and the Remediation of Dyslexia: Using Automaticity Principles

IF 1.9 Q3 COMPUTER SCIENCE, CYBERNETICS IEEE Systems Man and Cybernetics Magazine Pub Date : 2021-01-01 DOI:10.1109/MSMC.2020.3007131
Hossein Jamshidifarsani, S. Garbaya, T. Lim, P. Blazevic
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引用次数: 1

Abstract

The ability to read has become an indispensable skill in modern ages, and any reading difficulty, such as dyslexia, can seriously impair the aspirations of the individual. Orthographically opaque languages such as English lay a heavy burden on learners. In this article, a gamified intervention program for the remediation of dyslexia is proposed for opaque orthographies. Current technology-based approaches of reading acquisition in the literature lack sophistication in terms of training design, game design, and adaptivity. This approach is based on the principles of automaticity acquisition and the gamification of learning as well as intelligent instruction. For the latter, an optimization model is proposed to maximize the educational value of each training session while respecting the capabilities of each individual.
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智能游戏的学习和阅读障碍的补救:使用自动性原则
在现代,阅读能力已成为一项不可或缺的技能,任何阅读困难,如阅读障碍,都可能严重损害个人的抱负。像英语这样拼写不清晰的语言给学习者带来了沉重的负担。在这篇文章中,一个游戏化的干预方案,为不透明的正字法的诵读困难的补救提出。目前文献中基于技术的阅读习得方法在训练设计、游戏设计和适应性方面缺乏复杂性。这种方法是基于自动习得和学习游戏化以及智能教学的原则。对于后者,提出了一种优化模型,在尊重每个个体能力的同时,使每次训练的教育价值最大化。
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来源期刊
IEEE Systems Man and Cybernetics Magazine
IEEE Systems Man and Cybernetics Magazine COMPUTER SCIENCE, CYBERNETICS-
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6.20%
发文量
60
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