Abstract
Dyslexia is a neurodevelopmental disorder that has the highest prevalence among different types of learning disorders. Dyslexic children usually have difficulty in reading and as a result, they face different educational problems at school. Currently, social robots are widely used as educational assistants and tutors, mainly for children with special needs. The Taban robot is a modern educational social robot, which was developed specifically for dyslexic children. In this paper, an android application was designed and developed to facilitate child-robot interaction just by means of a tablet. Using this smart tablet game, the children could collaborate with the Taban social robot in solving the pedagogic problems and practicing educational concepts, while the robot provides them not only beneficial verbal and physical reactions by its hands, but also effective visual feedback on its touch screen. For the first step in this research, the acceptability of the designed tablet game was investigated for twenty-one participants that fifth of them had dyslexia. The hopeful results of the SAM questionnaires filled out by the children, demonstrate high acceptability of the tablet game. Furthermore, by implementing automatic assessment based on the designed standard criteria, the platform could meaningfully distinguish the two groups of children (dyslexic and typically developed (TD)) according to their achieved scores in the game. Thus, the high potential value of the designed robot-aided tablet game was illustrated to be used as an assistive tool for dyslexic children.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Vahia, V.N.: Diagnostic and statistical manual of mental disorders 5: a quick glance. Indian J. Psychiatry 55(3), 220 (2013)
Taheri, A., Shariati, A., Heidari, R., Shahab, M., Alemi, M., Meghdari, A.: Impacts of using a social robot to teach music to children with low-functioning autism. Paladyn J. Behav. Robot. 12(1), 256–275 (2021)
Ghorbandaei Pour, A., Taheri, A., Alemi, M., Meghdari, A.: Human–robot facial expression reciprocal interaction platform: case studies on children with autism. Int. J. Soc. Robot. 10, 179–198 (2018)
Shahab, M., et al.: Utilizing social virtual reality robot (V2R) for music education to children with high-functioning autism. Educ. Inf. Technol. 1–25 (2021)
M. Tavakol Elahi et al., Xylotism: A Tablet-Based Application to Teach Music to Children with Autism. in Social Robotics: 9th International Conference, ICSR 2017, Tsukuba, Japan, November 22–24, 2017, Proceedings 9: Springer, pp. 728–738, 2017
Risqi, M.: LexiPal: design, implementation and evaluation of gamification on learning application for dyslexia. Int. J. Comput. Appl. 131(7), 37–43 (2015)
Martins, V.F., Lima, T., Sampaio, P.N.M., De Paiva, M.: Mobile application to support dyslexia diagnostic and reading practice. In: 2016 IEEE/ACS 13th International Conference of Computer Systems and Applications (AICCSA), November 2016
Vasalou, A., Khaled, R., Holmes, W., Gooch, D.: Digital games-based learning for children with dyslexia: a social constructivist perspective on engagement and learning during group game-play. Comput. Educ. 114, 175–192 (2017)
Borhan, N.H., et al.: An enhancement of dyslexic mobile application using sight word reading strategy: results and findings. J. Comput. Sci. 14(7), 919–929 (2018)
Zare, M., Amani, M., Sadoughi, M.: The role of Persian-language word exercise games in improving spelling of students with dyslexia: word exercise games in improving spelling. J. Comput. Assist. Learn. 36(3), 315–322 (2019)
Ecalle, J., Vidalenc, J.-L., Ballet, C., Magnan, A.: From fundamental research to the design of a software solution to help poor readers. J. Educ. Comput. Res. 58(2), 297–318 (2019)
Burac, M.A.P., Dela Cruz, J.: Development and usability evaluation on individualized reading enhancing application for dyslexia (IREAD): a mobile assistive application. In: IOP Conference Series: Materials Science and Engineering, vol. 803, no. 1, p. 012015, April 2020
Brennan, A., McDonagh, T., Dempsey, M., McAvoy, J.: Cosmic sounds: a game to support phonological awareness skills for children with dyslexia. IEEE Trans. Learn. Technol. 15(3), 301–310 (2022)
Kariyawasam, R., Nadeeshani, M., Hamid, T., Subasinghe, I., Ratnayake, P.: A gamified approach for screening and intervention of dyslexia, dysgraphia and dyscalculia. In: 2019 International Conference on Advancements in Computing (ICAC), December 2019
Khaleghi, A., Aghaei, Z., Behnamghader, M.: Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal. Entertain. Comput. 42, 100482 (2022)
Papadopoulou, M.T., et al.: Efficacy of a robot-assisted intervention in improving learning performance of elementary school children with specific learning disorders. Children 9(8), 1155 (2022)
Karageorgiou, M.E., et al.: Development of educational scenarios for child-robot interaction: the case of learning disabilities. In: Merdan, M., Lepuschitz, W., Koppensteiner, G., Balogh, R., Obdržálek, D. (eds.) Robotics in Education. RiE 2021. AISC, vol. 1359, pp. 26–33. Springer, Cham (2022). https://doi.org/10.1007/978-3-030-82544-7_3
Azizi, N., Chandra, S., Gray, M., Sager, M., Fane, J., Dautenhahn, K.: An initial investigation into the use of social robots within an existing educational program for students with learning disabilities. In: 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), pp. 1490–1497. IEEE (2022)
Mokhtari, M., Shariati, A., Meghdari, A.: Taban: a retro-projected social robotic - head for human-robot interaction. In: 2019 7th International Conference on Robotics and Mechatronics (ICRoM), pp. 46–51, November 2019
Belpaeme, T., Kennedy, J., Ramachandran, A., Scassellati, B., Tanaka, F.: Social robots for education: a review. Sci. Robot. 3(21), eaat5954 (2018)
Baddeley, A.: Working memory: looking back and looking forward. Nat. Rev. Neurosci. 4(10), 829–839 (2003)
Pérez-Quichimbo, S.-M., Navas-Moya, M.-P., Montes-León, S.-R., Sambachi-Chilig, P.-A., Barrera-Quimbita, E.-D.: Therapy using serious games to improve phonological awareness in children with functional dyslexia. In: Botto-Tobar, M., Montes León, S., Torres-Carrión, P., Zambrano Vizuete, M., Durakovic, B. (eds.) Applied Technologies. ICAT 2021. CCIS, vol. 1535, pp. 121–134. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-03884-6_9. Accessed 17 Aug 2023
Ramus, F.: Theories of developmental dyslexia: insights from a multiple case study of dyslexic adults. Brain 126(4), 841–865 (2003)
Syrdal, D.S., Dautenhahn, K., Robins, B., Karakosta, E., Jones, N.C.: Kaspar in the wild: experiences from deploying a small humanoid robot in a nursery school for children with autism. Paladyn J. Behav. Robot. 11(1), 301–326 (2020)
Shariati, A., et al.: Virtual reality social robot platform: a case study on Arash social robot. In: Ge, S., et al. (eds.) Social Robotics. ICSR 2018. LNCS, vol. 11357, pp. 551–560. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-05204-1_54
Bradley, M.M., Lang, P.J.: Measuring emotion: the self-assessment manikin and the semantic differential. J. Behav. Ther. Exp. Psychiatry 25(1), 49–59 (1994)
Acknowledgment
This study was funded by the “Dr. Ali Akbar Siassi Memorial Research Grant Award” and Sharif University of Technology (Grant No. G980517). We would like to thank our friends Mr. Mehdi Kermanshah for his valuable help during the robot fabrication and Ms. Fatemeh Absalan for her collaboration in the design of the robot characters.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Shahab, M. et al. (2024). A Tablet-Based Lexicon Application for Robot-Aided Educational Interaction of Children with Dyslexia. In: Ali, A.A., et al. Social Robotics. ICSR 2023. Lecture Notes in Computer Science(), vol 14454. Springer, Singapore. https://doi.org/10.1007/978-981-99-8718-4_30
Download citation
DOI: https://doi.org/10.1007/978-981-99-8718-4_30
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-99-8717-7
Online ISBN: 978-981-99-8718-4
eBook Packages: Computer ScienceComputer Science (R0)