Vol.13, No.3, August 2024. ISSN: 2217-8309 eISSN: 2217-8333
TEM Journal
TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS Association for Information Communication Technology Education and Science |
Utilizing Games to Enhance the Learning of Students with Dyslexia: A Systematic Literature Review
Rooselyna Ekawati, Wasis Wasis, Ali Shodikin, Shofan Fiangga, Jian-Cheng Chen
© 2024 Ali Shodikin, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)
Citation Information: TEM Journal. Volume 13, Issue 3, Pages 2097-2106, ISSN 2217-8309, DOI: 10.18421/TEM133-37, August 2024.
Received: 18 March 2024. Revised: 09 July 2024.
Abstract:
While discussions about the learning experiences of dyslexic students have been extensive, the exploration of interventions to address their learning obstacles using technology remains unresolved. This study aims to unpack the pattern use of games to enhance the learning of students with dyslexia using a systematic literature review of thirty-nine articles. The analysis findings reveal a notable increase in interest over the past decade in publications focusing on the utilization of games to enhance the learning experiences of students with dyslexia across various grade levels. The utilization is delineated in ways that exploring innovative approaches to enhance reading skills in dyslexic students through engaging and playful methods gives significant potential progress. The empirical results specifically indicate that employing playful strategies contributes to the enjoyment, motivation, and active participation of students with dyslexia. These can enhance reading skills by bolstering linguistic competence, improving working memory, and enhancing executive functions, thereby significantly supporting the learning process. The encouraging progress in utilizing games to enhance the learning of students with dyslexia underscores the need for research aimed at optimizing both cognitive and non-cognitive factors in their learning experiences.
Keywords – Dyslexia, game, learning, individuals with special needs, initial skills. |
----------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------- |