AbstractIn modern society about 10% of children experience difficulty in learning to read. They suffer from a neuro-developmental disorder called dyslexia. According to recent research, playing action videogames - not directly related to phonological or orthographic training - seems to be a teaching tool able to specifically intervene on spatial attention and to drastically improve the reading skills of dyslexic children. This research aims at designing and implementing an educational action game oriented to promote, through forms of engaging and motivating interaction, phonological training and visuo-spatial attention training in dyslexic subjects aged between 7 and 9.

Visuo-Spatial Attention And Reading Abilities: An Action Game Prototype For Dyslexic Children

DI TORE P;
2015-01-01

Abstract

AbstractIn modern society about 10% of children experience difficulty in learning to read. They suffer from a neuro-developmental disorder called dyslexia. According to recent research, playing action videogames - not directly related to phonological or orthographic training - seems to be a teaching tool able to specifically intervene on spatial attention and to drastically improve the reading skills of dyslexic children. This research aims at designing and implementing an educational action game oriented to promote, through forms of engaging and motivating interaction, phonological training and visuo-spatial attention training in dyslexic subjects aged between 7 and 9.
2015
9788898819003
File in questo prodotto:
File Dimensione Formato  
siremsiel_estratto.pdf

non disponibili

Dimensione 1.47 MB
Formato Adobe PDF
1.47 MB Adobe PDF   Visualizza/Apri   Richiedi una copia

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11580/74830
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
social impact