The goal of the DYSL-X project is to develop a tool to predict whether a preschooler (5 yrs) shows high risks for developing dyslexia. This tool is a tablet game that incorporates tests to take specific performance measures that allow for this prediction. The game will thus serve as an assessment tool to be used in school psychology services and clinical diagnostic and rehabilitation centers. In order to design the optimal tablet game for preschoolers, during the first phase of the projects several existing games for preschoolers were evaluated in order to derive design guidelines for games targeted at preschoolers. These design guidelines are presented in this paper and next, we show how these guidelines were used to develop the final game of the DYSL-X project.
CITATION STYLE
Van den Audenaeren, L., Celis, V., Vanden Abeele, V., Geurts, L., Husson, J., Ghesquière, P., … Goeleven, A. (2013). DYSL-X: Design of a tablet game for early risk detection of dyslexia in preschoolers. In Games for Health (pp. 257–266). Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-02897-8_20
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