A Psychometric Tool for a Virtual Reality Rehabilitation Approach for Dyslexia

Elisa Pedroli, Patrizia Padula, Andrea Guala, Maria Teresa Meardi, Giuseppe Riva, Giovanni Albani

Risultato della ricerca: Contributo in rivistaArticolo in rivistapeer review

9 Citazioni (Scopus)

Abstract

Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children. According to the results, an approach using cues in the context of a virtual environment may represent a promising tool to improve attentional skills. On the other hand, our results do not demonstrate an immediate effect on reading performance, suggesting that a more prolonged protocol may be a future direction.
Lingua originaleEnglish
pagine (da-a)7048676-6
RivistaComputational and Mathematical Methods in Medicine
Volume2017
DOI
Stato di pubblicazionePubblicato - 2017

Keywords

  • Algorithms
  • Applied Mathematics
  • Attention
  • Biochemistry, Genetics and Molecular Biology (all)
  • Child
  • Computer Simulation
  • Dyslexia
  • Female
  • Humans
  • Immunology and Microbiology (all)
  • Linguistics
  • Machine Learning
  • Male
  • Modeling and Simulation
  • Psychometrics
  • Reading
  • Rehabilitation
  • Software
  • Video Games
  • Virtual Reality Exposure Therapy

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