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dc.contributor.author | Guillén Sanz, Henar | |
dc.contributor.author | Rodríguez García, Bruno | |
dc.contributor.author | Martínez García, Kim | |
dc.contributor.author | Sáiz Manzanares, María Consuelo | |
dc.date.accessioned | 2025-05-26T12:55:17Z | |
dc.date.available | 2025-05-26T12:55:17Z | |
dc.date.issued | 2022-08 | |
dc.identifier.issn | 0302-9743 | |
dc.identifier.uri | http://hdl.handle.net/10259/10494 | |
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. | es |
dc.description.abstract | Children with reading and writing difficulties, such as dyslexia, have been directly affected by the Covid-19 situation because they could not have the 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 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 in this game: a Whack-a-mole and a Memory, which try to improve different skills keeping the children focused on tasks. Whack-a-mole aims to work on the attention and visual and reading agility by recognizing correct letters and words. Memory aims to improve memory and attention ability by pairing letter-cards. The mini-game structure permits to incorporate new levels or games and the progressive increment of difficulty allows the autonomous treatment | en |
dc.description.sponsorship | 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. | en |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | es |
dc.publisher | Springer | es |
dc.relation.ispartof | Extended Reality. 2022, V. 13446, p. 34-43 | es |
dc.subject | Virtual reality | en |
dc.subject | Serious game | en |
dc.subject | Dyslexia | en |
dc.subject | Education | en |
dc.subject | Children | en |
dc.subject.other | Realidad virtual | es |
dc.subject.other | Virtual reality | en |
dc.subject.other | Salud | es |
dc.subject.other | Health | en |
dc.subject.other | Informática | es |
dc.subject.other | Computer science | en |
dc.title | A Virtual Reality Serious Game for Children with Dyslexia: DixGame | en |
dc.type | info:eu-repo/semantics/conferenceObject | es |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es |
dc.relation.publisherversion | https://doi.org/10.1007/978-3-031-15553-6_3 | es |
dc.identifier.doi | 10.1007/978-3-031-15553-6_3 | |
dc.identifier.essn | 1611-3349 | |
dc.journal.title | Extended Reality | es |
dc.volume.number | 13446 | es |
dc.page.initial | 34 | es |
dc.page.final | 43 | es |
dc.type.hasVersion | info:eu-repo/semantics/acceptedVersion | es |