DYSLEXIA

How to improve parent-children relationship?


End of Studies Project and Master's Thesis.



DEFINITION: Dyslexia is a condition which consists on difficulties within literacy more specifically with reading, spelling and writing. 

Many researches, although rather few in comparison with cognitive studies, have been carried out regarding the social and emotional complications encountered by people with cognitive differences. It is no wonder that most of the emotional impact related to the dyslexic condition is triggered and fed from the academic challenges. Inasmuch as children with dyslexic disorders are often unable to fulfill the expectation of succeeding in school, stress and pressure usually leads them to loose motivation. As a consequence, it is also very common to find among their parents high levels of stress arising from different kinds of worries related to finding the best way to help their children.

The concern about academic performance ends up turning the homework time into a key moment for the parent-children relationship. It is in such a way that my aim focused on the development of a tool that eases the experience of schoolwork at home, turns it into an appealing activity, and helps to relieve the tension that may be engendered between parents and children along its execution through gamification. 

Dysland Quest is the outcome of my design project; it is a board game whose proposal is that of softening the boundaries of homework and playtime in order to encourage children to complete their tasks while taking part in an amusing activity with their parents.
Introducing the game

Dysland Quest is a board game whose missions got lost. In order to fill in the gaps, it feeds from the challenges found within school more specifically, homework. Therefore, encouraging the child to become actively involved with the game's content.
How does it work?

The Mission guidebook is given to the child as a tool to take notes of their homework at school. Later, the assignments listed within will shape the missions that must be completed along the game.
Once at home, the Mission guidebook allows parents and children to manage the work load. In order to shape the missions, using the Dystamps, the tasks can be grouped or split to be then introduced into the game.
The aim is to gradually complete the assigned homework, now in the shape of missions, while going through the different parts of the game. Moreover, to encourage the child to perceive the tasks in a more positive way. 
How to play?

The board is divided into five areas, each of which must be unlocked by completing its corresponding mission. The challenge consists in finding the missions which are hidden all over the place. In order to find them, each area should be explored. In addition to the missions, it is also possible to find other challenges which induce a physical dynamic and an immersion within the story. The game finishes when all the areas have been unblocked, and, therefore, every mission has been accomplished.
Project featured for exhibition:

Semaine de l'innovation - Département Loire-Atlantique
November 14th - 18th 2016
Bât. Jean-Baptiste Daviais. 8 rue Sully, 44000 Nantes, France.

Design L'Expo 2016
November 24th 2016 - January 25th 2017
Cale 2 Créateurs. Parc des Chantiers, 44200 Nantes, France.

Journée d'étude AIPU-EHESP 2017 : L'ergonimie et le design au service des environnements d'apprentissage
March 24th 2017
15 Avenue du Professeur Léon Bernard, 35043 Rennes, France.
Dysland Quest
Published:

Dysland Quest

Dysland Quest is a board game conceived as a tool to help children with dyslexic disorders and their parents to ease the experience of homework b Read More

Published: