With more and more ideas coming into our mind, the playtesting helped us organize them in a logical way.
Tech to gamify learning experience for Dyslexia
Inspiration
Educational game with specific goal in being a tool to help students with dyslexia to learn, taking advantage of Chormebook and Promethean screen and using specific Country Day School phoneme teaching methods ( Elkonin Boxes ).
Suggestions we got in the Playtest:
1. Quasi?
2. Do not build merely a game, then add education to it, or educational tool and add game to it. Design on both sides.
3. Game type:
a) Puzzle game
b) Scrabble
Needs
Multi-sensory: seeing hearing saying and feeling
Multi-roles: teachers and students are all involved
Being something new
Be Dyslexia-friendly
Be a game, be fun!
Experience
Learning in collaboration
1. Collaboration between dyslexia students themselves
2. Collaboration between dyslexia students and their teachers
3. Collaboration between dyslexia and non-dyslexia students
The differences between people with or without dyslexia
Suggestions we got in the Playtest:
1. Taking advantages of audio(sounds and music) more rather than reading
2. Taking advantages of visual effects
Game enhance learning – Be intuitive for kids