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dc.contributor.authorAlcalde-Llergo, José M.
dc.contributor.authorYeguas-Bolívar, Enrique
dc.contributor.authorAparicio Martínez, Pilar
dc.contributor.authorZingoni, Andrea
dc.contributor.authorTaborri, Juri
dc.contributor.authorPinzi, Sara
dc.date.accessioned2024-01-10T12:29:26Z
dc.date.available2024-01-10T12:29:26Z
dc.date.issued2023
dc.identifier.isbn979-8-3503-0079-6
dc.identifier.urihttp://hdl.handle.net/10396/26479
dc.description.abstractDyslexia is a neurodevelopmental disorder that is estimated to affect about 5-10% of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. This results in difficulties such as slow reading speed, inaccurate reading, and difficulty decoding unfamiliar words. Moreover, dyslexia can also be a challenging and frustrating experience for students as they may feel misunderstood or stigmatized by their peers or educators. For these reasons, the use of compensatory tools and strategies is of crucial importance for dyslexic students to have the same opportunities as non-dyslexic ones. However, generally, people underestimate the problem and are not aware of the importance of support methodologies. In the light of this, the main purpose of this paper is to propose a virtual reality (VR) serious game through which teachers, students and, in general, non-dyslexic people could understand which are some of the issues of student with dyslexia and the fundamental utility of offering support to them. In the game, players must create a potion by following a recipe written in an alphabet that is specifically designed to replicate the reading difficulties experienced by individuals with dyslexia. The task must be solved first without any help and then by receiving supporting tools and strategies with the idea that the player can put himself in the place of the dyslexic person and understand the real need for support methodologies.es_ES
dc.format.mimetypeapplication/pdfes_ES
dc.language.isoenges_ES
dc.publisherIEEEes_ES
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/4.0/es_ES
dc.sourceAlcalde-Llergo, J. M., Yeguas-Bolívar, E., Aparicio-Martínez, P., Zingoni, A., Taborri, J. & Pinzi, S. (2023). A VR Serious Game to Increase Empathy towards Students with Phonological Dyslexia. 2023 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE). Milano, Italyes_ES
dc.subjectVirtual Realityes_ES
dc.subjectSimulationes_ES
dc.subjectInclusiones_ES
dc.subjectDyslexiaes_ES
dc.subjectEmpathyes_ES
dc.subjectSerious Gamees_ES
dc.titleA VR Serious Game to Increase Empathy towards Students with Phonological Dyslexiaes_ES
dc.typeinfo:eu-repo/semantics/conferenceObjectes_ES
dc.relation.projectIDUnión Europea. KA2.2020-1-IT02-KA203-080006es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES


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