VR based learning game for Dislexia children

Term Dyslexia is also known as a language-based learning disorder. Dyslexia is a hidden neurological disorder in which children feel it difficult to fluently identify letters and their sound due to the defect in their phonological component. There is no cure for dyslexia but timely diagnosis and rep

2025-06-28 16:29:59 - Adil Khan

Project Title

VR based learning game for Dislexia children

Project Area of Specialization Augmented and Virtual RealityProject Summary

Term Dyslexia is also known as a language-based learning disorder. Dyslexia is a hidden neurological disorder in which children feel it difficult to fluently identify letters and their sound due to the defect in their phonological component. There is no cure for dyslexia but timely diagnosis and repetitive instruction from a trainer and family members can help a child to combat this hidden language-based learning difficulty. Internationally Assistive multimedia applications are a great source of learning for children having cognitive defects. Gaming industry entices millions of people spending hours and hours in playing games, in the early 2000s, serious gaming was introduced to develop full-fledged games to educate and train parallel with pleasure, fun, and motivation towards such systems, playing games is an interesting experience to motivate and engage its audience. The latest trends for serious gaming applications to reduce the complexity and well-designed games with the simplest components can’t be failed to engage its player’s attention. Serious gaming used to cater to both technical toolset and implementation of game-based experience in educational context. Gamification for a special group of children according to their mental model and educational context according to the latest trends of serious games equipped with pure entertainment value in terms of educating them is challenging.

Project Objectives

The aim of this research is to develop a model based on serious gaming principles, as literature has revealed that previously available serious gaming models are quite effective for pedagogy of learning with serious gaming applications, however, very little focus has been done on the standard application design according to fundamentals of Human-Computer Interaction, centric towards special needs children. Therefore, our proposed model is based on a combination of serious game modalities, in terms of application design with game attributes for serious games and pedagogy of learning through cognitive activities. The System architecture of the model is based on six phases. This model is based on the scope of the disorder severity, to game design with detailed proposed parameters for application design rules for serious games. All modalities for serious gaming are integrated with game attributes, allowing cognitive activities according to the mental model for the user. This integration can increase its effectiveness of learning for children while playing games.

Project Implementation Method

A. User Judgment
The user's Judgment phase defines the user's decision towards the system according to the modalities through which he/she has to respond[20]. Every user has a specific interest in the system and how he/she is going to perceive its judgment, is based according to its mental model. User judgment shows a relationship between players towards the game.
B. Serious Game Modalities
Game Modality is defined as how any acquired information, the idea is expressed in the form of different activities. Games that use one modal are known as Unimodal, whereas games that use two modalities are known as bimodal and similar games that integrate more than two modalities are known as multimodal. Joining two or more modalities for input is known as Multimodal Fusion and separating information and ideas into two or more communication modalities is called Multimodal Fission. Speech, gestures,

gait, facial expression are examples of input modalities and text, graphics, animation, video model and feedback are examples of output modalities[18][23].
In serious gaming modalities, speech can be used as input modality but gestures, gait, facial expression were not used in serious gaming modalities because such type of modalities is hidden actions that can increase the complexity of serious gaming. Output modalities were used in serious gaming applications according to application design and serious game attributes with cognitive activities that acquired output modalities according to the mental modal of its users.
C. User Interface Design
User Interface design defines the main conceptual phase of serious game development. It is a tangible structure for a game that can be sketched according to User interface design rules, to ensure that serious gaming is ease to use [2], [3], [21] and user interactivity is quite effective and enjoyable while playing and learning at the same time.
D. Design Rules
Design Rules defines serious game aesthetics in terms of mobile anatomy, placing & laying-out elements, widgets, graphics, and menu to manage the enthusiastic view of a game that is designed for special needs children with cognitive learning according to HCI (Human-Computer Interaction) rules. Following are the key Design rules proposed and adopted in this research:

Benefits of the Project

Serious gaming application design for a special group of users like dyslexia required specific well-defined methodology of gaming that incorporates manual teaching features for special needs children. All these features, attributes reflect the pedagogy of learning in an interactive environment of learning to engage and motivate a child. The literature highlighted various theories, cognitivism about serious gaming attributes.
• Motivate players after achieving a good score at the end of the activity to encourage them to play hard, congratulation text and audio played in serious games to strengthen their skill.
• Repetition of tasks can increase their practice and drill helps to improve their cognitive knowledge.

Technical Details of Final Deliverable

Reducing Cognitive fatigue by dividing large and complex sections into small chunks or tasks.
• Avoid cluttering, means removing overloaded user interface design with crowded action bars.
• Offload tasks can be managed by removing the hidden menu, options, navigations, and input gestures that make serious game application UI a burden.
• Don’t use jargon in layout design need to remove technical terms, acronyms, phrases that make it difficult to read and understand for children in serious game design.
• Text legibility is managed by using a dark color and moderated text size that can be properly visible in game design.
• Consistency in layout can be managed by a functionally and visually consistent layout in overall serious game design.
• Avoid instant alert messages because such interrupted notification can distract the child while interacting with serious game.

Final Deliverable of the Project Software SystemCore Industry EducationOther Industries IT Core Technology Artificial Intelligence(AI)Other Technologies Internet of Things (IoT)Sustainable Development Goals Good Health and Well-Being for PeopleRequired Resources
Item Name Type No. of Units Per Unit Cost (in Rs) Total (in Rs)
Total in (Rs) 80000
Stationary Miscellaneous 150005000
thesis Miscellaneous 150005000
smart device for testing Equipment13200032000
Viewsonic VA2055Sa 19.5 Inch FHD LED Monitor Equipment11900019000
All in one printer for printing copies for children Equipment11900019000

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