Screening Dyslexia Using Visual Auditory Computer Games and Machine Learning

dc.contributor.authorRauschenberger, Maria
dc.contributor.authorBaeza-Yates, Ricardo
dc.contributor.authorRello, Luz
dc.contributor.rorhttps://ror.org/02jjdwm75
dc.date.accessioned2026-03-04T17:22:44Z
dc.date.issued2025-02-07
dc.description.abstractReading acquisition is one the main keys for school success and a crucial component for empowering individuals to participate meaningfully in society. Yet, it is still a challenging skill to acquire for around 10% of children that have dyslexia, a type of neuro-developmental disorder that affects the ability to learn how to read and write. Dyslexia is often under-diagnosed, and normally children with dyslexia are only detected once they fail in school, even though dyslexia is not related to general intelligence. In this work, we present an approach for screening dyslexia using language-independent games in combination with machine learning models. To reach this goal, we designed the content of a computer game, collected data from 137 children playing this game (51 with dyslexia) in different languages -German, Spanish and English- and created a prediction model using different machine learning classifiers. Our method provides a precision of 0.78 and recall of 0.79 for German and a precision of 0.83 and recall of 0.80 for all languages when Extra Trees are used, with an accuracy of 0.67 and 0.75, respectively. Our results open the possibility of inexpensive online early screening of dyslexia for young children using non-linguistic elements.
dc.description.peerreviewedYes
dc.description.statusPublished
dc.formatapplication/pdf
dc.identifier.citationRauschenberger, M., Baeza-Yates, R., & Rello, L. (2025). Screening Dyslexia Using Visual Auditory Computer Games and Machine Learning. IEEE Access.
dc.identifier.doihttps://doi.org/10.1109/ACCESS.2025.3539719
dc.identifier.issn2169-3536
dc.identifier.officialurlhttps://ieeexplore.ieee.org/document/10877811
dc.identifier.urihttps://hdl.handle.net/20.500.14417/4220
dc.journal.titleIEEE Access
dc.language.isoeng
dc.page.final29553
dc.page.initial29541
dc.page.total12
dc.publisherInstitute of Electrical and Electronics Engineers
dc.relation.departmentInformation Systems & Technology
dc.relation.entityIE University
dc.relation.schoolIE Business School
dc.rightsAttribution 4.0 International
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subject.keywordsDyslexia
dc.subject.keywordsVisualization
dc.subject.keywordsGames
dc.subject.keywordsMachine learning
dc.subject.keywordsLinguistics
dc.subject.keywordsAcoustics
dc.subject.keywordsAccuracy
dc.subject.keywordsWriting
dc.subject.keywordsVisual perception
dc.subject.keywordsVideo games
dc.subject.odsODS 4 - Educación de calidad
dc.subject.unesco58 Pedagogía
dc.titleScreening Dyslexia Using Visual Auditory Computer Games and Machine Learning
dc.typeinfo:eu-repo/semantics/article
dc.version.typeinfo:eu-repo/semantics/publishedVersion
dspace.entity.typePublication
relation.isAuthorOfPublication348a5d9a-4c60-4460-80fc-af50929eabd3
relation.isAuthorOfPublication.latestForDiscovery348a5d9a-4c60-4460-80fc-af50929eabd3

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