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Digital Game-based Learning and dyslexia in higher education

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Dziorny, M. (2007). Digital Game-based Learning and dyslexia in higher education. In R. Carlsen et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2007 (pp. 1189-1197). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/24720.

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Conference Information

SITE

Society for Information Technology & Teacher Education International Conference (SITE) 2007
San Antonio, Texas, USA
March 26, 2007
ISBN 1-880094-51-4
  Roger Carlsen, Karen McFerrin, Jerry Price, Roberta Weber & Dee Anna Willis
AACE

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Author

Mary Dziorny, Univ of North Texas, USA

Abstract

Digital Game-based Learning (DGL) has become a hot topic in educational technology in recent years. Additionally, effective instruction for students with dyslexia and other learning disabilities is a growing concern in higher education. This paper begins with an overview and working definition of dyslexia, followed by a discussion of the most common difficulties dyslexic students experience in higher education. Common instruction techniques used with dyslexic students are presented. Advantages and disadvantages of using DGL are discussed. Finally, arguments are presented for using DGL as an instruction method with dyslexic students in higher education.

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