Serious games for reading initiation in pediatric oncology hospitalized patients
DOI:
https://doi.org/10.51302/tce.2024.21489Keywords:
educational games, reading instruction, reading readiness, reading programmes, speed reading, classroom, hospital, paediatrics, educational technologyAbstract
The unique nature of hospital classrooms and the specific educational needs of children (boys and girls) with oncological pathologies underscore the importance of research that not only supports these patients but also keeps them engaged in the teaching-learning process. In this sense, serious games represent a tool that combines learning and entertainment in the same environment. The general objective of this work is to describe the design and development process of an educational video game created with Unity, aimed at promoting reading fluency in children with oncological conditions in the context of hospital classrooms. This process will be based on pedagogical, technical, and video game design criteria, which will be incorporated into the game architecture based on a comprehensive review of relevant academic literature. In conclusion, the development and implementation of this technology in the mentioned context represent an effort to address the educational challenges present in paediatric oncology environments. Learning and evidence-based practices are systematically leveraged to create an eclectic method integrated into the architecture of the video game, highlighting the potential of video games to personalize and improve the teaching-learning process in exceptional circumstances.
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