A Psychometric Tool for a Virtual Reality Rehabilitation Approach for Dyslexia

Author:

Pedroli Elisa1ORCID,Padula Patrizia1,Guala Andrea2ORCID,Meardi Maria Teresa3,Riva Giuseppe14ORCID,Albani Giovanni5ORCID

Affiliation:

1. Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Via Magnasco 2, 20149 Milano, Italy

2. Department of Paediatrics, Ospedale Castelli, Via Crocetta, 28921 Pallanza, Italy

3. Department of Child Neuropsychiatry, Ospedale Castelli, Via Crocetta, 28921 Pallanza, Italy

4. Department of Psychology, Catholic University of Milan, Milan, Italy

5. Division of Neurology and Neurorehabilitation, IRCCS Istituto Auxologico Italiano, Via Cadorna 90, Piancavallo, Verbania, Italy

Abstract

Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children. According to the results, an approach using cues in the context of a virtual environment may represent a promising tool to improve attentional skills. On the other hand, our results do not demonstrate an immediate effect on reading performance, suggesting that a more prolonged protocol may be a future direction.

Funder

Regione Piemonte

Publisher

Hindawi Limited

Subject

Applied Mathematics,General Immunology and Microbiology,General Biochemistry, Genetics and Molecular Biology,Modelling and Simulation,General Medicine

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