• DocumentCode
    3734188
  • Title

    Exploring the use of a gamification platform to support students with dyslexia

  • Author

    Daniel Gooch;Asimina Vasalou;Laura Benton

  • Author_Institution
    London Knowledge Lab, UCL Institute of Education, 23-29 Emerald Street, London, WC1N 3QS, United Kingdom
  • fYear
    2015
  • fDate
    7/1/2015 12:00:00 AM
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    The concept of gamification is receiving increasing amounts of attention. However, to date there has been little reported work that has moved beyond anecdotal accounts of its use within educational situations and studies that have been undertaken in this area have predominantly focused on University students. This paper explores how gamification could potentially benefit a specific student population, children with dyslexia who are transitioning from primary to secondary school. Two teachers from specialist dyslexia teaching centres used classDojo, a gamification platform, during their teaching sessions for one term. We detail how the teachers appropriated the platform in different ways and how this impacted the resulting forms of motivation engendered within the students. These findings have subsequently informed a series of design recommendations presented within the paper regarding how gamification platforms can be optimised for students with dyslexia. We conclude by arguing that our work can serve as a springboard for discussing how gamification platforms could be of use for students with other special educational needs.
  • Keywords
    "Context","Games","Interviews","Sociology","Statistics","Educational technology"
  • Publisher
    ieee
  • Conference_Titel
    Information, Intelligence, Systems and Applications (IISA), 2015 6th International Conference on
  • Type

    conf

  • DOI
    10.1109/IISA.2015.7388001
  • Filename
    7388001