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INTRODUCTION
Learning disabilities are commonly ac-
cepted as “neurological disorders that can
cause difficulty in acquiring certain aca-
demic and social skills” (National Center
for Learning Disabilities, 2014). It is re-
ported that over one billion people in the
world have some forms of learning disa-
bilities and about 150 million of them are
school-aged students (Laabidi et al.,
2014). According to National Center for
Learning Disabilities (2014), there are
four main types of learning disabilities,
which are Dyslexia, Dyscalculia, Dys-
graphia and Dyspraxia. Among these
four, Dyslexia is one of the most common
ABSTRACT
Dyslexia is a language disorder that leads to difficulty with words and it is the most
common type of learning disability. This article presents a systematic review on the
current state of assistive technologies used in improving the learning process of learn-
ers with dyslexia. A total of 25 journals articles and international conference papers
published between 2000 and 2014 were included in the review. The research articles
were collected from 12 databases and analyzed based on the qualitative cyclical pro-
cess. A majority of the studies focused on children and adolescents. Four main themes
on the types of technologies used in aiding the learning process of learners with dys-
lexia are derived and discussed. These include text-to-speech, eye-tracking, virtual
learning environments, and games. The text-to-speech technology is the most common
type of technology used by learners with dyslexia. In terms of the roles played by the
assistive technologies, another four emerging themes are identified, which cover the
roles of aiding reading, writing, memory, and mathematics. The review also discovers
that a majority of these studies focus on the use of technologies for improving the
reading ability of learners with dyslexia.
Keywords: Assistive technology; Dyslexia; Research review; Learning
COGNITIVE SCIENCES AND HUMAN DEVELOPMENT
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
A Research Review: How Technology Helps to Improve the Learning Pro-
cess of Learners with Dyslexia
Jing Ting Chai and Chwen Jen Chen*
Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia
ARTICLE INFO
E-mail address:
cjchen@unimas.my
(Chwen Jen CHEN)
*Corresponding author
e-ISSN: 2550-1623
© Faculty of Cognitive Sciences and Human
Development, Universiti Malaysia Sarawak (UNIMAS)
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
learning disabilities (Saviour et al., 2009).
Learners with dyslexia often face difficul-
ties to perform accurate word recognition,
decoding, reading, spelling, speaking and
writing (Lapkin, 2014).
Dyslexia is a language learning disorder
that leads to difficulties in reading,
spelling and phonological (Oakland et al.,
1998). It is a neurological disorder and of-
ten linked to genetic condition (Chan,
Foss, & Poisner, 2009). As reported by
Rahmani (2011), it is estimated that four
percent of the world population is af-
fected by severe dyslexia and another six
percent have mild to moderate dyslexia.
The use of information and communica-
tion technologies (ICTs) assisted learning
has increased significantly, and those
with learning disabilities form a portion
of this population. More than a decade
ago, it is estimated that in developing
countries, less than ten percent of children
with learning disabilities do not receive
any education (Florian, 2003). Florian
(2003) further asserts that even in devel-
oped countries, policies that call for
greater involvement of special needs stu-
dents in education seem to conflict with
other educational policies that emphasis
on high achievement. However, in a re-
port by Nolan et al. (2004), the number of
students with disabilities accessing
Higher Education Institutions (HEIs), in-
cluding professional courses has in-
creased significantly from year to year.
The rapid advancement of technologies
most probably explains this change as
more and more assistive technologies are
introduced to widen the opportunities for
students with learning disabilities to over-
come the obstacles that they encounter in
the traditional education systems.
Assistive technology is the technology
used by people with disability that builds
on individuals’ strengths, compensates
for their disabilities and improves their
performance (Lewis, 1998). The use of
assistive technology enables learners with
dyslexia to complete their tasks inde-
pendently and efficiently, and may subse-
quently, improve their academic achieve-
ment. There are specific adjustment soft-
ware or devices for manipulating the
computer in order to enable users to ac-
cess the content on screen, command the
computer and process the data (Laabidi et
al., 2014). As mentioned by Laabidi et al.
(2014), the specific adjustment software
or devices are screen reading software,
screen magnification software, braille
display, alternate input devices, special
keyboard, keyboard enhancements and
accelerators, and alternative pointing de-
vices.
Many articles have been published on the
development of technologies to assist
people with learning disabilities and there
are also several recent existing reviews of
the literature on this development (Desid-
eri et al., 2013; Laabidi et al., 2014;
Starcic & Bagon, 2014). However, the ex-
isting reviews emphasize on assistive
technologies for various types of disabili-
ties or special needs. Indeed, there is still
a lack of major reviews that focus specif-
ically on those with dyslexia despite the
fact that dyslexia is the most common
type of learning disability (Saviour et al.,
2009). This review focuses on the current
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
state of research and development on how
technologies aid the learning process of
learners with dyslexia.
METHODOLOGY
The databases used for data collection in-
clude ACM Digital Library, Google
Scholar, IEEE Xplore Digital Library,
Springer, Elsevier, Emerald Insight,
Wiley Online Library, National Academy
of Sciences (NAS), Taylor & Francis
Group, informa healthcare, EdITLib, and
The Higher Education Academy Journals.
A list of search terms was used in the
search process. These include “assistive
tools”, “assistive technology”, “types of
assistive technology”, “learning process
of dyslexic students”, “dyslexia”, “learn-
ers with dyslexia”, “people with dyslexia”
and “person with dyslexia”. The search
terms were combined by mean of Boolean
logical operator ‘AND’ in order to de-
crease the scope and reduce the number of
non-pertinent results. Three steps were in-
volved in the search process. First, the ti-
tles of the retrieved papers were reviewed.
The articles with unrelated focuses such
as those emphasizing on physical disabil-
ities were excluded. Then, the abstracts of
all selected papers were read. The crite-
rion for inclusion before moving on to
next step is that the articles must include
specific emphasis on assistive technology
and dyslexia. Finally, the selected articles
were read in full and analyzed.
A total of 25 journal articles and interna-
tional conference papers published be-
tween 2000 and 2014 were included in the
review. Table 1 shows the databases and
the selected articles from the respective
databases.
FINDINGS AND DISCUSSION
This section presents the review findings
of the 25 selected papers. It provides an
overview of the review via a matrix. This
is followed by highlighting the themes
that were derived from the review. Two
main themes, technologies involved and
the roles of these technologies, were iden-
tified.
Matrix of current research
Eleven out of the 25 reviewed papers
mention the age range of the participants
of their studies and it was found that the
majority of them focused on children and
adolescents. The review also reveals that
existing assistive technologies function to
improve the learning process of learners
with dyslexia, particularly their reading
and writing as well as improving their
memory and mathematical skills.
Crystallized intelligence or the ability to
use learned knowledge and experience is
important in language development.
Crystallized intelligence grows through
during adulthood and remains relatively
stable until old age (Schroeders, Schipo-
lowski, & Wilhelm, 2014). Hence, chil-
dren and adolescents with dyslexia re-
quire additional tools (assistive technolo-
gies) to improve their crystallized intelli-
gence for language development purposes
and this may possibly explain the focus of
most papers on children and adolescents.
Table 2 shows the matrix of findings.
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
Types of technologies
The review reveals that a wide variety of
assistive technologies are available to
support learners with dyslexia based on
their needs. Four main types of technolo-
gies that help to improve the learning pro-
cess of learners with dyslexia were
dervied, namely, text-to-speech technolo-
gies, eye tracking technologies, virtual
learning environments and games.
Text-to-speech technologies
Text-to-speech technology is the most
common assistive technology used by
learners with dyslexia. Schiavo & Buson
(2014) discussed the opportunities of us-
ing interactive e-Books for improving the
reading skills of learners with dyslexia.
Interactive e-Books allow the readers to
record their voice while reading. In addi-
tion, the interactive e-Books permit the
reader to listen and practise the recogni-
tion of basic units of speech within differ-
ent words that aims to improve the
reader’s phonemic awareness as well as
his or her ability to memorize and practise
word recognition.
Rekha et al. (2013) developed Read-Aid,
an assistive reading tool to improve read-
ing pattern among children with dyslexia.
The Read-Aid Tool consists of two sim-
ple tabs: a start tab for setting the view
(font settings and number of words to dis-
play), and a read tab to read the targeted
text. The intervention of Read-Aid Tool
Table 1: The list of papers and the respective databases
No.
Database
Paper
Total
paper
1.
ACM Digital Library
Abdullah, Hisham, & Parumo (2009); Rello & Baeza-
Yates (2014);
Rello, et al. (2014)
3
2.
EdITLib
Dziorny (2007)
1
3.
Elsevier
Kalyvioti & Mikropoulos (2012); Malekian & Askari
(2013); Rello, Kanvinde, & Baeza-Yates
(2012)
3
4.
Emerald Insight
Mpia Ndombo, Ojo, & Osunmakinde
(2013)
1
5.
Google Scholar
Arendal & Brandt (2005); Nelson & Parker (2004);
Schiavo & Buson (2014)
3
6.
IEEE Xplore Digital
Library
Ahmad, Jinon, & Rosmani (2013); Khakhar & Madh-
vanath (2010); Tzouveli et al. (2008)
3
7.
informa healthcare
Draffan, Evans, & Blenkhorn
(2007)
1
8.
National Academy of
Sciences (NAS)
Hornickel et al. (2012)
1
9.
Springer
Al-Edaily, Al-Wabil, & Al-Ohali (2013); Diraa et al.
(2009); Freda et al. (2008); Moe & Wright (2013);
Rekha et al. (2013);
5
10.
Taylor & Francis
Group
Chiang & Liu (2011)
1
11.
The Higher Education
Academy Journals
Draffan (2001)
1
12.
Wiley Online Library
Ecalle et al. (2008); Habib et al. (2012)
2
Table 2. Matrix of 25 papers
Study / Target
Population
Methodology
Participants /
Age
Technology in-
volved
Purposes
Abdullah,
Hisham, & Pa-
rumo (2009)
Children with
dyslexia in Ma-
laysia
Developmental
work
_
MyLexics
-Dual coding the-
ory (visual and
verbal)
-Scaffolding
teaching strategy
Reading and writ-
ing
-helps children
with dyslexia read
and write in Malay
language (alpha-
bets, syllables and
words)
Ahmad, Jinon,
& Rosmani
(2013)
Children with
dyslexia
Developmental
research
Special educa-
tion primary
school teachers
(for the evalua-
tion of Math-
Lexic)
MathLexic (inter-
active multimedia
application)
-number recogni-
tion
-number sequence
- mathematical
symbols
-mathematical op-
erations
Mathematical
learning
-improve under-
standing
-improve mathe-
matical skills
Al-Edaily, Al-
Wabil, & Al-
Ohali (2013)
Experimental re-
search
14 female chil-
dren (7 with dys-
lexia and 7 with-
out dyslexia)
10 to 12 years
old
Dyslexia Explorer
-screening system
that uses eye
tracking technolo-
gies
Analyze visual
patterns of reading
Aggregate
measures of eye
gaze intensity and
patterns
Arendal &
Brandt (2005)
Pilot study
18 adults with
dyslexia
@lphatec
-computer as-
sisted reading and
writing
Reading and
spelling
-improve reading
skills and spelling
of coherent words
significantly
Chiang & Liu
(2011)
Qualitative re-
search
15 volunteer
male students
from 10 high
Assistive reading
software
-Kurzweil 3000
Reading and
spelling
-pronunciation
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
Students with
learning disabil-
ities (dyslexia)
-semi structured
individual inter-
views
schools located
in Taipei
-comprehension
Diraa, Engelen,
Ghesquiere, &
Neyens (2009)
Students with
dyslexia
Experimental re-
search
32 participants
(17 students for
Kurzweil 3000
and 15 students
for Sprint)
19 to 38 years
old
Special purpose
software
-Kurzweil 3000
-Sprint
Reading
-improve reading
speed
-detect mistakes
Draffan (2001)
Learners with
dyslexia
Exploratory re-
search
_
Large, talking cal-
culators
Mathematical
learning
Draffan, Evans,
& Blenkhorn
(2007)
1000 candidate
participants se-
lected from the
customer rec-
ords of Micro-
link PC(UK)
Ltd.
Quantitative and
qualitative study
475 accepted tel-
ephone inter-
views and 455
were identified
to have dyslexia
General purpose
hardware
Special purpose
hardware
General purpose
software
Special purpose
software
Improve the learn-
ing process in gen-
eral
Dziorny (2007)
Students with
dyslexia
Qualitative study
_
Digital Game-
based Learning
(DGL)
-help students to
develop a frame-
work for concep-
tual understanding
-assist problem
solving
-improve students’
motivation and in-
terest
Ecalle, Magnan,
Bouchafa, &
Gombert (2008)
Experimental re-
search
30 children with
dyslexia (26 for
experiment 1 and
4 for experiment
2)
Computer game
incorporating an
audio-visual pho-
neme discrimina-
tion task with or-
tho-phono-logical
units
Improve literacy
skill
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Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
Freda, Pagliara,
Ferraro, Zan-
fardino, & Pep-
ino (2008)
Students with
dyslexia
Developmental
work
_
LaTex
-parser (enables
LaTex to associ-
ate each mathe-
matical object
with its matching
spoken mathemat-
ical language
Mathematical
Learning
-read technical and
scientific docu-
ments
-understand the
spatial structure of
formulas and ma-
trices
-write paper with
technical and sci-
entific content in
electronic form
Habib, Berget,
Sandnes, Sand-
erson, Kahn,
Fagernes, &
Olcay (2012)
Exploratory re-
search
Qualitative data
-semi structured
interviews
Quantitative data
-questionnaire
12 adults with
dyslexia in-
volved in semi-
structured inter-
views and 24
adults (12 with
dyslexia and 12
without dyslexia)
involved in ques-
tionnairesurvey
19 to 36 years
old
Virtual learning
environments
(VLEs)
-VLE Fronter
-eye-tracking de-
vice
-talking word pro-
cesser
Writing
-save time (spell-
checker and gram-
mar checker high-
light mistakes)
-identify and cor-
rect errors
Hornickel,
Zecker, Brad-
low, & Kraus
(2012)
Experimental re-
search
38 normal hear-
ing children with
dyslexia (16 fe-
male and 22
male) – divided
into an experi-
mental group
(using FM sys-
tems) and a con-
trol group
8 to 14 years old
Assistive listening
devices (class-
room FM sys-
tems)
Reading
-improve auditory
attention (auditory
brainstem re-
sponses to speech
became more con-
sistent) and phono-
logical awareness
Kalyvioti &
Mikropoulos
(2012)
Undergraduate
students of Uni-
versity of Ioan-
nina, Greece
Developmental
research
Control group: 7
students without
dyslexia (3 male
and 4 female)
Experimental
group: 7 students
with dyslexia (4
male and 3 fe-
male)
VIRDA-MS (Vir-
tual Reality Dys-
lexia Assessment-
Memory Screen-
ing)
Help to cope with
daily memory
challenges
-tackling short-
term memory and
long-term memory
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Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
Khakhar &
Madhvanath
(2010)
Children with
dyslexia
Developmental
work
_
Jollymate (emu-
late the Jolly
Phonics system)
-Lipi Toolkit
-Lipi IDE
-improve reading
and writing skill of
children with dys-
lexia
Malekian & As-
kari (2013)
Elementary
school second
grade male stu-
dents with dys-
lexia in
Aligudarz city
Quasi-experiment
research
40 randomly se-
lected male stu-
dents with dys-
lexia
Experimental
group: 20 stu-
dents
Control group:
20 students
Multi-sensory
game
Reading
-improve word
reading
-reduce the diffi-
culty of word
chain
-improve text un-
derstanding
-reduce the prob-
lem of phonemes
omission
Moe & Wright
(2013)
497 of Nota’s
members (the
user group)
Qualitative re-
search
-telephone survey
200 randomly
chosen children
and adolescences
(the comparison
group)
12 to 16 years
old
Hybrid audio
books
Reading
-improve reading
skill
Ndombo, Ojo,
& Osunmakinde
(2013)
People with
dyslexia at all
age groups
(children and
adults)
Peer-reviewed pa-
per
_
Intelligent inte-
grative assistive
system
-RL Machine
Learning (game
middleware) Al-
gorithm
-HMM Machine
Learning Algo-
rithm (phonologi-
cal and reading
barriers)
-PPM Machine
Learning Algo-
rithm (writing
barriers)
Phonological
-improve the skill
of syllable aware-
ness, onset-rime
awareness and
phoneme aware-
ness
Reading skill
-improve the skill
of word recogni-
tion
Writing skill
-reduce the num-
ber of mistakes
Nelson & Par-
ker (2004)
Replication of
O’Hare study
Web based sur-
vey: 220 re-
spondents (68%
with dyslexia)
Voice Recogni-
tion (VR) soft-
ware
Writing
-improve spelling
and writing
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Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
Chronological
age ranging from
12 to 14 years
old
Reading age
ranging from 9
to 10 years old
-save time from
typing and hand-
writing
Rekha, Gol-
lapudi, Sam-
path, & In-
durkhya (2013)
Experimental re-
search
15 children – 8
boys and 7 girls
(12 with dyslexia
and 3 without
dyslexia – for
comparison and
evaluation pur-
poses)
8.5 to 11.5 years
old
Manual-masked
technique
Read-Aid Tool
Reading
-improve reading
speed
-improve reading
comprehension
scores
-decrease reading
errors
Rello & Baeza-
Yates (2014)
Experimental re-
search
-online question-
naire
-semi-structured
interview
Experimental
group: 32 partic-
ipants with dys-
lexia (18 female
and 14 male)
Control group:
38 participants
without dyslexia
(24 female and
14 male)
Usability evalua-
tion: 12 partici-
pants with dys-
lexia (3 female
and 9 male)
6 to 52 years old
(mean = 23.15
years)
DysWebxia
-CASSA (Context
Aware Synonym
Simplification Al-
gorithms)
Reading
-improve reading
performance
-provide suitable
and simpler syno-
nyms for complex
words
Rello, Bayarri,
Otal, & Pielot
(2014)
54 potential par-
ticipants with
literacy difficul-
ties
Quantitative re-
search
-questionnaire
-one pre-tests and
two post-tests
48 children with
dyslexia (29 girls
and 19 boys)
6 to 11 years old
(mean = 8.79
years)
DysEggxia (game
designed to sup-
port spelling ac-
quisition)
Writing
-improve spelling
skills
-reduce spelling
errors
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
Rello,
Kanvinde, &
Baeza-Yates
(2012)
Quantitative and
quantitative re-
search
-semi-structured
interviews, ques-
tionnaire, and
think aloud tech-
nique
Target group: 22
native Spanish
speakers with
dyslexia
Control group:
22 participants
without dyslexia
13 to 37 years
old (mean = 21.1
years)
Control group
mean age =
21.27 years
IDEAL eBook
Reader
-text-to-speech
technology
-eye-tracking de-
vices
Reading
Schiavo & Bu-
son (2014)
Learners (read-
ers) with dys-
lexia
Empirical re-
search
_
Interactive e-
books
Reading
-improve in mem-
orizing
-practise word pro-
nunciation
-improve phone-
mic awareness
Tzouveli,
Schmidt,
Schneider,
Symvonis, &
Kollias (2008)
People with
dyslexia
Developmental
work
_
AGENT-DYSL
system
-recording and
analysis compo-
nent
-knowledge infra-
structure
-profiling and
content presenta-
tion component
Reading
-supports the use
of any teaching
material used in
classroom educa-
tion
-provides the re-
quired additional
reading assistance
shows children’s improvement in terms
of reading speed, comprehension scores,
and reduction in reading errors.
Rello et al. (2012) presented IDEAL
eBook Reader, an ebook reader that dis-
plays ebooks in a more accessible method
based on the reader’s needs. IDEAL
eBook Reader enables reader to custom-
ize the parameters (font styles, color, font
size, brightness contrast, and spacing) for
greater comfort while reading. It also pro-
vides DysWebxia default setting which
sets all the parameters specifically for
learners with dyslexia. Besides that,
IDEAL eBook Reader supports text-to-
speech technology that allows readers to
listen to the eBook content in the form of
audio. This tool is compatible with a wide
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
range of text-to-speech engines that sup-
port multiple languages. In addition, the
text being read out loud is highlighted so
that readers can always follow the read-
ing.
An assistive reading software, Kurzweil
3000 was used as an intervention tool to
improve reading speed, spelling, pronun-
ciation and comprehension (Chiang &
Liu, 2011; Diraa et al., 2009). This Kur-
zweil 3000 software can access both
printed and electronic documents. Be-
sides Kurzweil 3000, Diraa et al. (2009)
also employed Sprint, another assistive
reading software in their study. Sprint
adds speech and language technology to a
computer and reads the available text on
the computer out loud. Sprint is very use-
ful in detecting mistakes because it is able
to read aloud when text is entered to the
computer.
Khakhar & Madhvanath (2010) elabo-
rated on Jollymate, a self-learning device
for children with dyslexia. Jollymate em-
ulates the Jolly Phonics system in teach-
ing letter sounds and letter formation. In
this case, Lipi IDE tool from the Lipi
Toolkit project is used to recognize hand-
written characters and detect mistakes
when a character is written incorrectly.
Additionally, Ecalle et al. (2009) used a
computerized ‘talking book’ program that
reads aloud words and these words appear
on a window of the screen.
Eye-tracking Technologies
Eye-tracking technology is an indirect
way to improve the learning process of
learners with dyslexia. Al-Edaily et al.
(2013) designed a screening system for
dyslexia using an eye tracking technology
called “Dyslexia Explorer”. Dyslexia Ex-
plorer aims to help specialists in analyz-
ing the visual patterns of reading and ag-
gregating the measures of eye gaze inten-
sity and patterns. Firstly, Dyslexia Ex-
plorer captures the eye movement when
the learner is reading some scripts. Then,
a Fixation Filtering Algorithm is used by
the system to filter the gaze readings to
fixations and saccades. Finally, the sys-
tem analyzes the duration of fixations and
spatial distribution. Hence, eye tracking
technology enables specialists to identify
reading problems and phonological diffi-
culties, particularly for the purpose of de-
signing effective remedial programs for
learners with dyslexia.
In the study by Habib et al. (2012), an eye
tracking device is used to record the par-
ticipants’ eye movement during their in-
teraction with a virtual learning system
and the interview session. It facilitates the
researchers’ observation process. In an-
other experimental study by Rello et al.
(2012), an eye tracker (Tobii T50) was
used for recordings when the participant
read in silence the passages. The eye
tracking data was then analyzed using To-
bii Studio and the R 2.14.1 statistical soft-
ware. Lastly, the mean of the duration of
fixations and number of fixations were
determined. All in all, eye tracking tech-
nology has indirectly contributed to the
learning process of learners with dyslexia.
Virtual Learning Environments
Habib et al. (2012) defined a virtual learn-
ing environment as a software system de-
signed to support teaching and learning.
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
In their study on the effect of the in-
creased use of virtual learning environ-
ments on the learning experience of learn-
ers with dyslexia, it was found that such
virtual learning environments improved
their writing skills and writing activities.
In addition, the word processor used in
the virtual learning environment increases
writing efficiency because it provides
spellchecker and grammar checker that
highlight mistakes that users would have
not otherwise noticed.
Kalyvioti & Mikropoulos (2012) de-
signed and developed VIRDA-MS (Vir-
tual Reality Dyslexia Assessment-
Memory Screening) virtual environments
to improve the memory performance of
adults with dyslexia by using the Su-
perscape 5.10 software package. In this
study, three memory systems were exam-
ined, namely short-term memory, work-
ing memory and long-term memory. The
“Direct Visual Sequence Recall” task was
employed in the short-term memory test;
“Direct and Reversed Visual Sequences
Recall” task in the working memory test
and “Visual Stimuli Synthesis” task in the
long-term memory test. The results of the
study indicates that learners with dyslexia
and learners without dyslexia performed
similarly well in the test and subtests for
short-term memory, working memory,
and long-term memory.
Games
Rello et al. (2014) presented DysEggxia,
a game designed to improve the spelling
skills of children with dyslexia. The writ-
ing errors found in the texts written by
children with dyslexia were used to create
training exercises prior to integrating
these exercises in DysEggxia. DysEggxia
contains 5000 exercises with different
levels of difficulty for children with dys-
lexia. These exercises can be categorized
into six types of errors that frequently ap-
pear in the analyzed text. Malekian & As-
kari (2013) have done a survey on the ef-
fect of multi-sensory games among male
students with dyslexia. The purpose of us-
ing multi-sensory games is to assist read-
ing and spelling among children with dys-
lexia because they are unable to learn let-
ters and words from common instructions
at schools and require special instruction
to attract their attention. The results of the
survey indicate that multi-sensory games
are effective in reducing the problem of
reading as well as understanding words
and text.
Besides, the study by Ecalle et al. (2009)
shows that literacy skills of children with
dyslexia can be improved by undergoing
training using a computer game that in-
corporates an audio-visual phoneme dis-
crimination task with phonological units
presented simultaneously with ortho-
graphic units. The computerized ‘talking
book’ program (animated multimedia
talking book) used in the study allows
children to read texts on the computer
screen with speech feedback. Game-
based assistive technology is also being
used in higher education to assist learners
with dyslexia. Dziorny (2007) discusses
the effect of Digital Game-based Learn-
ing (DGL) for learners with dyslexia in
higher education. In DGL, learners with
dyslexia can create their own framework
to enhance their understanding. In addi-
tion, DGL allows learners with dyslexia
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
to solve problems and explore new mate-
rials by using their own creativity instead
of relying on written or verbal communi-
cations. Furthermore, DGL presents inter-
esting and motivational learning plat-
forms for learners with dyslexia, hence
inspiring them to work through the diffi-
culties in their learning process.
Roles of assistive technologies
This section discusses the four main
themes that revolve around the roles of
the assistive technologies, which include
providing aid for reading, writing,
memory, and mathematical learning.
Reading
Fifteen out of twenty-five studies (Abdul-
lah et al., 2009; Al-Edaily et al., 2013; Ar-
endal & Brandt, 2005; Chiang & Liu,
2011; Diraa et al., 2009; Hornickel, 2012;
Khakhar & Madhvanath, 2010; Malekian
& Askari, 2013; Moe & Wright, 2013;
Ndombo et al., 2013; Rekha et al., 2013;
Rello & Baeza-Yates, 2014; Rello et al.,
2012; Schiavo & Buson, 2014; Tzouveli
et al., 2008) indicate that the use of assis-
tive technologies to improve reading
among learners with dyslexia. It is notice-
able that reading can be improved either
directly or indirectly.
The most commonly used assistive tech-
nologies to improve reading directly are
the text-to-speech technologies. Text-to-
speech technologies enable learners with
dyslexia to listen and practise repetitively
on the targeted words or texts. Hence, it
can improve their word pronunciation,
reading speed and decrease reading er-
rors. Apart from that, text-to-speech tech-
nologies can improve the phonological
awareness, phonemic awareness and re-
duce the problem of phonemes omission.
The assistive technologies employed in
improving reading skills indirectly are the
eye tracking technologies. Eye tracker is
used to capture the eye movement during
the reading session of learners with dys-
lexia. The collected data are analyzed and
the duration of fixations is determined.
Conclusively, it is prevalent that eye
tracking technologies allow specialists to
figure out the different patterns of reading
problems among learners with dyslexia
and find a suitable solution for each cate-
gory of patterns.
Writing
As discovered in this review, writing is
another important purpose for the use of
assistive technologies. The technologies
employed in improving the writing skills
of learners with dyslexia include voice
recognition software (Nelson & Parker
2004), computer games (Rello et al.,
2014) and virtual learning environments
(Habib et al., 2012). While text-to-speech
technologies translate written text to spo-
ken speech, the voice recognition soft-
ware translates spoken speech or words
into written text on screen for learners
with dyslexia (Nelson & Parker, 2004).
With such assistance, it improves their
spelling and writing as well as efficiency
because typing is not required with such
voice recognition software. Furthermore,
spellchecker helps to identify and correct
errors, hence reduces the number of mis-
takes made by learners with dyslexia.
Memory
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
Information and Communications Tech-
nologies (ICT) and Virtual Reality (VR)
technology offer safe and controlled envi-
ronments that provides high level of inter-
activity, immediate feedback, and con-
tribute to the improvement of visual pro-
cessing skills and short-term memory
(Phipps et al., 2002). Kalyvioti & Mikro-
poulos (2012) developed virtual reality
environments to improve the memory
performance of adults with dyslexia.
Three memory systems (short-term
memory, working memory and long-term
memory) were examined in the study.
The study reveals that both learners with
dyslexia and learners without dyslexia
showed similar memory performance
with the aid of the virtual reality learning
environments.
Mathematical learning
Children with dyslexia face problems in
seeing words, writing numbers in inverted
form, and solving arithmetic calculations.
There are four studies that discussed the
assistive technologies used in improving
the mathematical skills of learners with
dyslexia. Ahmad et al. (2013), for exam-
ple, designed MathLexic, an interactive
multimedia application to improve the
mathematical learning among learners
with dyslexia. MathLexic provides exer-
cises to improve the performance of chil-
dren with dyslexia in various aspects such
as number recognition, number sequence,
mathematical symbols and mathematical
operations.
Freda et al. (2008) and Draffan (2001)
conducted studies on the reading and
writing of mathematical representations
with the support of speech synthesizers.
Nowadays, word processors with inte-
grated speech synthesizer are widely used
by those with reading and writing disabil-
ities. However, word processors are not
utilized in the mathematical field because
the screen reader that supports the speech
synthesizer is not able to interpret non-
text elements such as images, symbols
and graphics. With the aim of overcoming
such limitation, Freda et al. (2008) devel-
oped a software that enables learners with
dyslexia to read technical and scientific
documents and understand the spatial
structure of formulas and matrixes. LaTex
is a textual markup language that is being
used as a transitional language. In the
software developed by Freda et at. (2008),
LaTex is integrated with a parser to asso-
ciate each mathematical object with its
matching spoken mathematical language
to produce speech in natural language.
CONCLUSION
In general, this study provides a synthe-
sized view on the current state of assistive
technology used in improving learning
process of learners with dyslexia and keep
readers up to date on the suitable types of
technologies used for learners with dys-
lexia. Specifically, the study reveals four
main themes on the types of assistive
technologies used in aiding the learning
process of learners with dyslexia, namely,
text-to-speech technologies, eye-tracking
technologies, virtual learning environ-
ments, and games. In addition, another
four main themes were derived based on
the roles of these assistive technologies
which include aiding reading, writing,
memory, and mathematical learning. The
review also discovers that a majority of
Jing Ting Chai and Chwen Jen Chen
Journal of Cognitive Sciences and Human Development. Vol. 2 (2), 26-43, March 2017
the papers reviewed set their focus on
younger learners with dyslexia. Hence,
future studies may place emphasis on
older learners with dyslexia as dyslexia
does not go away over time (Foundations
Tutoring, 2013). Future development may
also focus on building assistive technol-
ogy devices with open hardware. Hunley
(2015) mentions that the basic tenets of
open hardware are openness and usability
that enable the creation of more custom-
ized and personalized assistive technol-
ogy devices. Open hardware allows the
features of assistive technology devices to
be added or removed as the learners’
needs change with age and ability, thus
extending the life of their devices (Hun-
ley, 2015). All in all, this review has pro-
vided valuable insight on the current
trends pertaining to the use of assistive
technology in helping the dyslexics to
gain better learning experiences.
ACKNOWLEDGEMENTS
The authors acknowledge the financial
support rendered by Universiti Malaysia
Sarawak through Fundamental Research
Grant Scheme, Ministry of Education,
Malaysia, grant no. FRGS/06(20)/
847/2012(87).
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