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Dyslexia includes a large variety of literacy-related difficulties which demands, in most cases, a personalised intervention. However, as dyslexia affects a large fraction of the population, schools cannot provide individual care for each student. The iLearnRW game provides a tool for students to work on their literacy skills following a personalised teaching programme. The design of the game and adaptation mechanisms integrated with it are aimed at maintaining student engagement for the duration of an open-ended number of playing sessions, while using a limited quantity of assets and literacy content. By focusing on maintenance of engagement, we hope to improve learning outcomes and motivate students to also play the game outside of school.
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Stored only when both papers are in the corpus — 28 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.