Towards inclusive CALL for Irish: A game-based approach for dyslexic students informed by an English language pilot study

Computer-Assisted Language Learning (CALL) enables learners to progress at their own pace, moving quickly through familiar material and spending more time on areas that require additional support. This flexibility is particularly beneficial for learners with specific learning differences such as dyslexia, where targeted digital interventions can enhance reading and language outcomes. In Ireland, Irish is a compulsory subject in most schools; however, there are limited resources to support dyslexic students, particularly in Irish-medium education. This paper reports on the development and evaluation of a digital game-based language learning approach designed to support dyslexic learners. Findings from a pilot study with dyslexic students using an English-language version of the game provide insights into design strategies and learner engagement. The study discusses key challenges and outlines a roadmap for developing inclusive CALL resources for the Irish language, contributing to a broader understanding of how technology can support equitable language learning.

Authors

Institutions

Publication Details

Published
2025-08-27
DOI
https://doi.org/10.4995/eurocall2025.2025.21266
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Towards inclusive CALL for Irish: A game-based approach for dyslexic students informed by an English language pilot study

Liang Xu, Monica Ward, Elaine Uí Dhonnchadha
Educational Games and Gamification
article

Towards inclusive CALL for Irish: A game-based approach for dyslexic students informed by an English language pilot study

Liang Xu, Monica Ward, Elaine Uí Dhonnchadha
article en

Abstract

Computer-Assisted Language Learning (CALL) enables learners to progress at their own pace, moving quickly through familiar material and spending more time on areas that require additional support. This flexibility is particularly beneficial for learners with specific learning differences such as dyslexia, where targeted digital interventions can enhance reading and language outcomes. In Ireland, Irish is a compulsory subject in most schools; however, there are limited resources to support dyslexic students, particularly in Irish-medium education. This paper reports on the development and evaluation of a digital game-based language learning approach designed to support dyslexic learners. Findings from a pilot study with dyslexic students using an English-language version of the game provide insights into design strategies and learner engagement. The study discusses key challenges and outlines a roadmap for developing inclusive CALL resources for the Irish language, contributing to a broader understanding of how technology can support equitable language learning.

Trinity College Dublin (IE), Dublin City University (IE)
Quality Education
Openalex Percentile: Top 29%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Towards inclusive CALL for Irish: A game-based approach for dyslexic students informed by an English language pilot study — Liang Xu, Monica Ward, et al. · (2025) | TGRS Research Map | TGRS