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What is wrong with this word? dyseggxia
1 references·9 citing·35 second hop
What is wrong with this word? dyseggxia (2012)What is wrong with this word? dyseggxiaLayout guidelines for web text and a web service to improve accessibility for dyslexics (2012)Layout guidelines for web tex…When Vision Is Unreliable (2022)When Vision Is UnreliableDeveloping two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal (2022)Developing two game-based int…A Review of Dynamic Difficulty Adjustment Methods for Serious Games (2022)A Review of Dynamic Difficult…Augmenta11y: A Reading Assistant Application for Children with Dyslexia (2021)Augmenta11y: A Reading Assist…Mobile Applications, An Emerging Powerful Tool for Dyslexia Screening and Intervention: A Systematic Literature Review (2020)Mobile Applications, An Emerg…DIESEL-X: A Game-Based Tool for Early Risk Detection of Dyslexia in Preschoolers (2015)DIESEL-X: A Game-Based Tool f…The iLearnRW Game: Support for Students with Dyslexia in Class and at Home (2014)The iLearnRW Game: Support fo…Design of Word Exercises for Children with Dyslexia (2014)Design of Word Exercises for …Frequent Words Improve Readability and Short Words Improve Understandability for People with Dyslexia (2013)Frequent Words Improve Readab…Flow: the psychology of optimal experience (1990)Qualitative evaluation and research methods (1990)From game design elements to gamefulness (2011)Designing a New Puzzle App to Target Dyslexia Screening in Pre-Readers (2019)Optimal Ensemble Learning Model for Dyslexia Prediction Based on an Adaptive Genetic Algorithm (2024)A theory of reading: From eye fixations to comprehension. (1980)Foundation literacy acquisition in European orthographies (2003)Specific reading disability (dyslexia): what have we learned in the past four decades? (2004)Good fonts for dyslexia (2013)How to present more readable text for people with dyslexia (2015)Lexical access and inflectional morphology (1988)A study of computer-based learning model for students with dyslexia (2015)Access to the Internal Lexicon (2022)An Evaluation of Computer-Assisted Instruction in Phonological Awareness with below Average Readers (1995)Cosmic Sounds: A Game to Support Phonological Awareness Skills for Children With Dyslexia (2022)Dyslexia (Specific Reading Disability) (2005)Parental involvement and attitudes towards young Greek children’s mobile usage (2019)Pubudu: Deep Learning Based Screening And Intervention of Dyslexia, Dysgraphia And Dyscalculia (2019)Metamemory: Metacognitive Strategies for Improved Memory Operations and the Role of VR and Mobiles (2022)The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review (2023)Defining Dyslexia (2009)Diagnostic and Statistical Manual of Mental Disorders (2013)Using Gamification to Motivate Students with Dyslexia (2016)Flow: The Psychology of Optimal Experience (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017)Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework (2024)Technology and Serious Gaming for Neurodevelopmental Disorders: A Systematic Literature Review (Preprint) (2024)Low-tech serious games in higher education: bridging the digital divide and enhancing student thinking and performance (2025)Play and Its Role in the Mental Development of the Child (1967)Mind in Society (1980)The nature of phonological processing and its causal role in the acquisition of reading skills. (1987)An empirical study of machine learning techniques for affect recognition in human–robot interaction (2006)Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty (2011)Gamified learning in higher education: A systematic review of the literature (2018)
this work references cited by second hop

References

  • 2012Layout guidelines for web text and a web service to improve accessibility for dyslexics109 cited

Cited by

  • 2013Frequent Words Improve Readability and Short Words Improve Understandability for People with Dyslexia139 cited
  • 2020Mobile Applications, An Emerging Powerful Tool for Dyslexia Screening and Intervention: A Systematic Literature Review41 cited
  • 2022Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal38 cited
  • 2022A Review of Dynamic Difficulty Adjustment Methods for Serious Games29 cited
  • 2014The iLearnRW Game: Support for Students with Dyslexia in Class and at Home28 cited
  • 2014Design of Word Exercises for Children with Dyslexia26 cited
  • 2015DIESEL-X: A Game-Based Tool for Early Risk Detection of Dyslexia in Preschoolers25 cited
  • 2021Augmenta11y: A Reading Assistant Application for Children with Dyslexia22 cited
  • 2022When Vision Is Unreliable0 cited

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