Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal

Author:

Khaleghi Ali,Aghaei Zahra,Behnamghader Mahsa

Publisher

Elsevier BV

Subject

Human-Computer Interaction,Software

Reference68 articles.

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3. Diagnostic and Statistical Manual of Mental Disorders (DSM-5®);American Psychiatric Association,2013

4. IRNA, Dyslexia, the most important learning disorder / 20% prevalence in Iran, (2016). irna.ir/news/82372106/ (accessed December 24, 2021).

5. Reading Disorders Treatment;Tabrizi;Fararavan Publication,2007

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