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Digital Game-based Learning and dyslexia in higher education PROCEEDINGS

, Univ of North Texas, United States

Society for Information Technology & Teacher Education International Conference, in San Antonio, Texas, USA ISBN 978-1-880094-61-7 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

Digital Game-based Learning (DGL) has become a hot topic in educational technology in recent years. Additionally, effective instruction for students with dyslexia and other learning disabilities is a growing concern in higher education. This paper begins with an overview and working definition of dyslexia, followed by a discussion of the most common difficulties dyslexic students experience in higher education. Common instruction techniques used with dyslexic students are presented. Advantages and disadvantages of using DGL are discussed. Finally, arguments are presented for using DGL as an instruction method with dyslexic students in higher education.

Citation

Dziorny, M. (2007). Digital Game-based Learning and dyslexia in higher education. In R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2007--Society for Information Technology & Teacher Education International Conference (pp. 1189-1197). San Antonio, Texas, USA: Association for the Advancement of Computing in Education (AACE). Retrieved October 21, 2018 from .

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Cited By

  1. Three Learning Potentials in Digital Games: Perception of Malaysian University Teachers

    Enas Noraddin & Neo Tse Kian, Princess Nora bint Abdul Rahman University

    Journal of e-Learning and Knowledge Society Vol. 11, No. 2 (May 27, 2015)

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