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Reseach Article

LexiPal: Design, Implementation and Evaluation of Gamification on Learning Application for Dyslexia

by Muhamad Risqi Utama Saputra
International Journal of Computer Applications
Foundation of Computer Science (FCS), NY, USA
Volume 131 - Number 7
Year of Publication: 2015
Authors: Muhamad Risqi Utama Saputra
10.5120/ijca2015907416

Muhamad Risqi Utama Saputra . LexiPal: Design, Implementation and Evaluation of Gamification on Learning Application for Dyslexia. International Journal of Computer Applications. 131, 7 ( December 2015), 37-43. DOI=10.5120/ijca2015907416

@article{ 10.5120/ijca2015907416,
author = { Muhamad Risqi Utama Saputra },
title = { LexiPal: Design, Implementation and Evaluation of Gamification on Learning Application for Dyslexia },
journal = { International Journal of Computer Applications },
issue_date = { December 2015 },
volume = { 131 },
number = { 7 },
month = { December },
year = { 2015 },
issn = { 0975-8887 },
pages = { 37-43 },
numpages = {9},
url = { https://ijcaonline.org/archives/volume131/number7/23464-2015907416/ },
doi = { 10.5120/ijca2015907416 },
publisher = {Foundation of Computer Science (FCS), NY, USA},
address = {New York, USA}
}
%0 Journal Article
%1 2024-02-06T23:26:39.178446+05:30
%A Muhamad Risqi Utama Saputra
%T LexiPal: Design, Implementation and Evaluation of Gamification on Learning Application for Dyslexia
%J International Journal of Computer Applications
%@ 0975-8887
%V 131
%N 7
%P 37-43
%D 2015
%I Foundation of Computer Science (FCS), NY, USA
Abstract

As a specific learning disability, dyslexia is not curable, yet manageable. Dyslexia management is usually conducted as extra learning program using multisensory method which is called remediation. However, some studies indicate that students with dyslexia have lower motivation in learning than students without dyslexia. This research design a learning model for dyslexic children, termed LexiPal, using gamification approach as motivational affordances. The proposed model incorporates 7 game elements: story/theme, clear goals, levels, points, rewards, feedback, and achievements/badges, to improve desired psychological outcomes, namely engagement, enjoyment, and motivation. The developed application, based on Windows Presentation Foundation (WPF) technology, was evaluated to dyslexic children (n = 40) through 2 steps, qualitative and quantitative step. Qualitative step using observation was intended to observe the engagement of dyslexic children when using the application. Quantitative step using simple Q&A adopted from questionnaire was purposed to confirm whether dyslexic children feel enjoyment and motivated when and after using the application.

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Index Terms

Computer Science
Information Sciences

Keywords

Gamification learning application dyslexia psychological outcomes engagement enjoyment motivation.