Development of adaptive serious games for the training of children with specific learning disabilities

Yıldırım, Oğuzcan
Recent developments in technology and the video game industry enabled video games to play essential roles, especially in education, health, and military services under the umbrella term serious games (SGs). Recent studies show that playing computer games is common among children and teenagers, and SGs ease the learning process by providing immersive and interactive platforms. Recently, SGs have been used as an alternative method in education and diagnosis of children with a specific learning difficulty (SpLD). However, these studies have focused on only one or two types of SpLD at the same time. To analyze a broader range of SpLD, in this thesis, five different SGs were designed and developed in order to be used in the training of children with any SpLD. Usability tests were applied to two different participant groups —10 educators and 25 students with SpLD— while they played the games during which think-aloud protocols were implemented. In the second part of this study, a rule-based adaptive difficulty level enhanced the two of the five games, and these modified games were played and tested by the students. The results show that both participant groups had a positive attitude on using SGs together with a complete training tool for students with any type of SpLD. Also, students performed better when they played the adaptive difficulty levels since the games were adjusted automatically due to their performance.


An Interdisciplinary Student Project on Educational Game Design
Özgen Koçyıldırım, Dalsu (2014-09-20)
Game design requires collaboration of team members from different backgrounds such as design, engineering and education. An interdisciplinary student project was conducted with undergraduate students from two different universities and disciplines, to observe and assess how this collaborative aspect influences the process and the results of a game design assignment. Eighteen prospective instructional designers taking the elective course Educational Game Design in Hacettepe University’s Faculty of Education ...
Physically interactive educational game design for children: defining design principles
İnal, Yavuz; Çağıltay, Kürşat; Department of Computer Education and Instructional Technology (2011)
Physically Interactive Games (PIGs) have emerged as a new game genre and potential as an educational tool in classrooms. In PIGs, children are allowed to interact with game environment and solving problems by using their bodily movements and voices without using mouse or keyboard by being active physically and cognitively. Designing PIGs is critical and difficult process because it is vital that educational content and entertainment parts of a game should be balanced properly considering interaction between...
Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems
Konya, Oğuz; Çağıltay, Kürşat; Department of Game Technologies (2014)
This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the v...
Theory of action phases in video games: effects of deliberative and implemental mindset differences in video game design
Kosa, Mehmet; Uysal, Ahmet; Department of Game Technologies (2016)
With the proliferation of the technologies that enable and drive video gaming domain, the effects of and motivation for gaming has gained much attention from the research point of view. In this thesis, “Mindset Theory of Action Phases” is transferred to the video gaming domain and was tested to observe if mindsets are affecting player’s performances, enjoyment or their predictions about their performances. According to the theory, people tend to be in a certain cognitive orientation that also affects them b...
Buluç, Cem; Peker, Ali Uzay; Department of History of Architecture (2022-7-5)
Video game industry is on the rise as well as virtual applications in everyday life. There appears a lack of documentation regarding architectural components of virtual spaces in the scholarly field. Aim of the research is to look at these virtual spaces, record their content and check whether historical facts presented are true to history. The method is to compare different applications along with their real life versions. The study shows a narrative that could be formed in architectural history relived in...
Citation Formats
O. Yıldırım, “Development of adaptive serious games for the training of children with specific learning disabilities,” M.S. - Master of Science, Middle East Technical University, 2020.