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dc.contributor.authorGuillén Sanz, Henar 
dc.contributor.authorRodríguez García, Bruno 
dc.contributor.authorMartínez García, Kim 
dc.contributor.authorSáiz Manzanares, María Consuelo 
dc.date.accessioned2025-05-26T12:55:17Z
dc.date.available2025-05-26T12:55:17Z
dc.date.issued2022-08
dc.identifier.issn0302-9743
dc.identifier.urihttp://hdl.handle.net/10259/10494
dc.descriptionComunicación 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.abstractChildren 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 treatmenten
dc.description.sponsorshipThis 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.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherSpringeres
dc.relation.ispartofExtended Reality. 2022, V. 13446, p. 34-43es
dc.subjectVirtual realityen
dc.subjectSerious gameen
dc.subjectDyslexiaen
dc.subjectEducationen
dc.subjectChildrenen
dc.subject.otherRealidad virtuales
dc.subject.otherVirtual realityen
dc.subject.otherSaludes
dc.subject.otherHealthen
dc.subject.otherInformáticaes
dc.subject.otherComputer scienceen
dc.titleA Virtual Reality Serious Game for Children with Dyslexia: DixGameen
dc.typeinfo:eu-repo/semantics/conferenceObjectes
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.1007/978-3-031-15553-6_3es
dc.identifier.doi10.1007/978-3-031-15553-6_3
dc.identifier.essn1611-3349
dc.journal.titleExtended Realityes
dc.volume.number13446es
dc.page.initial34es
dc.page.final43es
dc.type.hasVersioninfo:eu-repo/semantics/acceptedVersiones


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