Participatory design of an Arabic serious game for children with dyslexia: a qualitative exploratory study

被引:0
|
作者
Ouherrou, Nihal [1 ,3 ]
Metz, Stephanie Mailles Viard [1 ,2 ]
El Kafi, Jamal [3 ]
Giraldo, Margarita Auli [2 ]
机构
[1] Paul Valery Montpellier 3 Univ, LHUMAIN Lab, Montpellier, France
[2] Aix Marseille Univ, ADEF Lab, Marseille, France
[3] Chouaib Doukkali Univ, Fac Sci, Comp Sci Dept, El Jadida, Morocco
关键词
Serious games; Dyslexia; THEDRE; User-centered design; Participatory design; Special education design; INTERVENTION; CREATIVITY; BENEFITS; USERS;
D O I
10.1007/s10209-023-01015-9
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Designing serious games (SG) for children with a cognitive disorder like dyslexia presents some challenges. Indeed, understanding the needs of target users can provide guidelines for creating digital learning environments that attract their interest and meet their special needs. However, little interest is given to the contribution of dyslexic children and stakeholders to the design process. In this study, we applied a traceable human experiment design research to evaluate devices in a research context by integrating a user-centered design approach. Here, we present the first iteration of the research cycle. Using exploratory qualitative methodology, we discuss how participatory design can significantly contribute to the design of SG in the dyslexic education. Our protocol includes 15 primary dyslexic children (ages 8-12) and 3 speech therapists, designers, and researchers. Involving children with special educational needs as partners in the design process provided new insight into the role children play in participatory design, despite their learning difficulties. Results seem to indicate that designing a SG to support dyslexic children in improving their reading skills may require the involvement of speech therapists and game designers.
引用
收藏
页数:23
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