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Overview of the designed visual cues. The figure shows the target cue (top) and distractor cues (below) for the eight different stages (symbol, z, rectangle, face, fruit, kitchen, plant, animal ) of the visual part of the game DGames.

Overview of the designed visual cues. The figure shows the target cue (top) and distractor cues (below) for the eight different stages (symbol, z, rectangle, face, fruit, kitchen, plant, animal ) of the visual part of the game DGames.

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Conference Paper
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Using serious games to screen dyslexia has been a suc- cessful approach for English, German and Spanish. In a pilot study with a desktop game, we addressed pre-readers screening, that is, younger children who have not acquired reading or writing skills. Based on our results, we have redesigned the game content and new interactions with visual and m...

Context in source publication

Context 1
... visual part has 8 stages and 16 rounds. Each stage is assigned to one visual type: symbol, z, rectangle, face, fruit, kitchen, plant & animal and four visual cues for each stage are presented (see Figure 1, where the first four vi- sual types are duplicated from MusVis [12]). One visual cue is the target which the participants need to find and click (see Figure 2, a). The other three visual cues are distrac- tors for the participants. Each stage has two rounds with first a 4-squared (see Figure 2, b) and then a 9-squared design (see Figure 2, c). The target and all three distractors are displayed in the 4-squared design. In the 9-squared design, the target is displayed twice as well as the distractor two and three. Only distractor one is displayed three ...

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Chapter
Nowadays, being excluded from the web is a huge disadvantage. People with dyslexia have, despite their general intelligence, difficulties for reading and writing through their whole life. Therefore, web technologies can help people with dyslexia to improve their reading and writing experience on the web. This chapter introduces the main technologies and many examples of tools that support a person with dyslexia in processing information on the web, either in assistive applications for reading and writing as well as using web applications/games for dyslexia screening and intervention.
... Das Spiel MusVis wurde von Rauschenberger et al.[47] zu dem Spiel DGames, ...
Thesis
Full-text available
Dyslexia is a developmental disorder that affects the acquisition of reading and writing. Studies show that there is a causal correlation between visual perception and the development of dyslexia. Visual perception disorders can already be diagnosed at pre-school age and thus offer an approach to the early detection of dyslexia. For this reason, we propose a mobile application in the form of a jigsaw puzzle for Android smartphones to measure the game interaction of young players in the future. These measurements will be used in the future to distinguish between a player with or without dyslexia. As part of the pilot study, the user interface of the app was evaluated with children and their parents. The number of test participants is based on the five-user test by Nielsen for each user group. The actions of the test participants were observed and recorded. The parents should also share their thoughts while using the device (thinking aloud method). The usability test showed that the children had fun playing with the app. In addition, the children's difficulties in using the app were identified and discussed. The recording and storage of game data have been evaluated as well.