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<dc:title>A Virtual Reality Serious Game for Children with Dyslexia: DixGame</dc:title>
<dc:creator>Guillén Sanz, Henar</dc:creator>
<dc:creator>Rodríguez García, Bruno</dc:creator>
<dc:creator>Martínez García, Kim</dc:creator>
<dc:creator>Sáiz Manzanares, María Consuelo</dc:creator>
<dc:subject>Virtual reality</dc:subject>
<dc:subject>Serious game</dc:subject>
<dc:subject>Dyslexia</dc:subject>
<dc:subject>Education</dc:subject>
<dc:subject>Children</dc:subject>
<dc:subject>Realidad virtual</dc:subject>
<dc:subject>Salud</dc:subject>
<dc:subject>Informática</dc:subject>
<dc:subject>Virtual reality</dc:subject>
<dc:subject>Health</dc:subject>
<dc:subject>Computer science</dc:subject>
<dc:description>Comunicación presentada en 1st International Conference on eXtended Reality (XR Salento 2022), celebrado en Lecce, Italia durante los días 6-8 de julio de 2022.</dc:description>
<dc:description>Children with reading and writing difficulties, such as dyslexia, have&#xd;
been directly affected by the Covid-19 situation because they could not have the&#xd;
teacher’s face-to-face support. Consequently, new devices and technological applications are being used in educational contexts to improve the interest of learning. This paper presents the design of a Virtual Reality Serious Game called&#xd;
DixGame. This game is a pedagogical tool specifically oriented to children between 8 and 12 years old with dyslexia. Two immersive mini-games are included&#xd;
in this game: a Whack-a-mole and a Memory, which try to improve different&#xd;
skills keeping the children focused on tasks. Whack-a-mole aims to work on the&#xd;
attention and visual and reading agility by recognizing correct letters and words.&#xd;
Memory aims to improve memory and attention ability by pairing letter-cards.&#xd;
The mini-game structure permits to incorporate new levels or games and the progressive increment of difficulty allows the autonomous treatment</dc:description>
<dc:description>This work was partially supported by the ACIS project (Reference Number INVESTUN/21/BU/0002) of the Consejería de Empleo e Industria of the Junta de Castilla y León (Spain) and the Erasmus+ RISKREAL Project (Reference Number 2020- 1-ES01-KA204-081847) of the European Commission.</dc:description>
<dc:date>2025-05-26T12:55:17Z</dc:date>
<dc:date>2025-05-26T12:55:17Z</dc:date>
<dc:date>2022-08</dc:date>
<dc:type>info:eu-repo/semantics/conferenceObject</dc:type>
<dc:type>info:eu-repo/semantics/acceptedVersion</dc:type>
<dc:identifier>0302-9743</dc:identifier>
<dc:identifier>http://hdl.handle.net/10259/10494</dc:identifier>
<dc:identifier>10.1007/978-3-031-15553-6_3</dc:identifier>
<dc:identifier>1611-3349</dc:identifier>
<dc:language>eng</dc:language>
<dc:relation>Extended Reality. 2022, V. 13446, p. 34-43</dc:relation>
<dc:relation>https://doi.org/10.1007/978-3-031-15553-6_3</dc:relation>
<dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
<dc:format>application/pdf</dc:format>
<dc:publisher>Springer</dc:publisher>
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<europeana:dataProvider>RIUBU. Repositorio Institucional de la Universidad de Burgos</europeana:dataProvider>
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