Hossein Jamshidifarsani, S. Garbaya, T. Lim, P. Blazevic
{"title":"Intelligent Games for Learning and the Remediation of Dyslexia: Using Automaticity Principles","authors":"Hossein Jamshidifarsani, S. Garbaya, T. Lim, P. Blazevic","doi":"10.1109/MSMC.2020.3007131","DOIUrl":null,"url":null,"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.","PeriodicalId":43649,"journal":{"name":"IEEE Systems Man and Cybernetics Magazine","volume":"3 1","pages":"15-24"},"PeriodicalIF":1.9000,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Systems Man and Cybernetics Magazine","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MSMC.2020.3007131","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
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.