Educational Software for Dyslexic Children : A Systematic Literature Review

: Educational software nowadays gives something beneficial to the users, especially to the student. Many features in the educational software can help students to learn more and are exciting to do the task. This paper presents how game features are used for dyslexic children in mobile game applications. The purpose of this literature review is to explore the methodology used in research related to educational software for dyslexic children. This methodology used in this paper is adapted from Kencheman and Keele and Petterson.The results show that most of the literature used quantitative methodology in their research. In addition, the studies were more focused on children rather than adult respondents. The literature suggests several software design guidelines for dyslexic children. Most of the educational software discussed in the literature are games, mobile applications and couseware. Findings supported that the use of the application to educate and develop children skills in learning is vital for dyslexic children.


Introduction
Dyslexic children are exposed to different learning disabilities, such as dyslexia, dysgraphia, and dyscalculia (Anoual & Lakhouaja, 2018).Those disabilities will have a negative impact on the academic achievement of the child because of learning difficulties which leads to frustration (Rauschenberger et al., 2019) until the child is diagnosed.However, there are many tools that can help dyslexic children to learn and nourish their potential to be a successful person one day.
Games based is one of helpful tools to teach dyslexic children in an exciting and fun way (Sholdova, 2020a).Applications in smartphones are a powerful tool that can help children with dyslexia to motivate and facilitate them (Khan et al., 2018).Digital games can become a form of educational intervention that can positively give a big influence to active learners and motivate them to participate actively in the classroom.These games are deemed as an effective tool which could encourage learning among digital natives (Ghani et al., 2019) In the last few years, the use of technologies in education has been used to interact with students.Fun-guided learners are more easily motivated to continue the learning process by fulfilling meaningful activities and or tasks that are defined in the context of the game dyslexia (Sholdova, 2020b).Educational technologies in the form of handheld devices endeavour to complete the traditional forms of teaching using blackboard and chalks (Anoual & Lakhouaja, 2018).These technologies will help students in education to learn in a fun way.

Methodology
To carry out this review, the researchers followed the recommendations by Kitchenham (Kitchenham, 2004), Keele (Keele, 2007) and Petersen (Petersen et al., n.d.) to use the qualitative systematic review process in order to identify the themes and issues highlighted about the use of educational software or application fo dyslexic children.In this section, the planning of the review is explained and the details of the review method are explained below.The details include the research questions, inclusion criteria, data sources and search strategy.Specifically, the steps followed for the development of the literature review were the following: A. Planning the review 1. Ask the question and sub-questions of the review 2. Definition of preliminary categories of analysis In the following sections, each of the steps followed for the review is described in detail.

Research Questions
The main research question that this literature review addresses are: I.
What are the methodology used in research related to educational software for dylexic Children?II.
What are education software design criteria that are suitable for dylexic children?III.
What was the platform used to deliver learning for dylexic children?

Search Strategy
It can see through strategy where it involves two phases that are primary and secondary search.Google scholar was the primary search which involved the famous online databases that contain scientific articles and journals, conference proceedings and technical papers and for the secondary search is Google search engine where it involved a thorough review of the references and citations.The search terms used that matched with the logical word such as "Educational design","Educational design AND "educational dyslexia"

Inclusion and exclusion criteria
The articles were sampled according to the identified inclusion criteria.

The inclusion criteria are:
1. Include the paper that was published between 2017 to 2021. 2. Studies that describe interface design/educational software for dyslexic children.
3. Game based language learning for dyslexic children.

The exclusion criteria are:
1. Papers that do not consider interface design for dyslexic children environments.2.Not related to educational software design guidelines for dyslexic children language studies elements.3. Exclude the paper that was published before 2017.

Quality Assessment
To assess the quality of the papers selected in this study, each paper was evaluated by using the criteria from these quality assessment questions (QA): QA1: Does the paper elaborate about the educational software for dyslexic children in details? QA2: Does the methodology clearly stated?QA3: Is the paper the paper elaborate results and discussion in details.?
The questions were scored as follows: QA1: Y (yes), the study elaborated about the educational software design in detail.P (partly), the educational software design is not clearly elaborated in detail in the paper.N (no), the study did not elaborate about the educational software design in detail at all.
QA2: Y (yes), there are platform used to deliver educational software design P (partly), there are suggestions that the platform will be used to deliver educational software design.
N (no), there is no platform mentioned in the study.
QA3: Y (yes), it has 4 or more papers with literature reviews that cover educational software design in the paper.P (partly), there are 1 to 3 papers with literature reviews that cover related topics.N (no), there are no literature reviews covered about educational software design in the paper at all.
The scoring procedure was Y = 1, P = 0.5, N = 0, or Unknown (i.e. the information is not specified)

Results and Discussion
Having browsed in the online databases, and searched using the strings in Section 2(b), a set of 25 research articles appropriate related works published in the last five years has been gathered.All papers are summarized in a table, in which the contents of the table (as seen in Table 2) include the following information: (a) Study title, (b) Author(s), (c) year of publication.

Quality Evaluation
The papers selected in this study were evaluated and scored by using the quality assessment questions mentioned above to identify the relevance of the article with the topic study.Each score was represented according to the criteria highlighted.Overall, the total scores were presented in a range of 1.5 to 4.0.The results are shown in table 4 below:  Multiple methods have been used in research related to educational software for dylexic Children.It will be seen that the research methods are divided into 4 categories.They are as follows: Quantitative method, qualitative method, conceptual method.and mixed methodologies as shown in Fig. 1.0.Out of the complete 25 primary studies, 10 used qualitative methodology, and 3 used quantitative methodology.In addition,2 were conceptual and 6 used mixed methodologies.4.1 Fonts Specific Learning Difficulty (SLD) such as dyslexia needs help from the others especially teachers and their parents to assist them.However, features in game can be a tool to help them in the learning process.Dyslexic learners need a special font for every game that is built for them.Dyslexic students also often find themselves facing some tasks in paper format, in which they are obliged to read (Bachmann & Mengheri, 2018).Several publishers of books are specializing in suitable fonts for dyslexics and are publishing books specially designed for different age ranges of the audience (Bachmann & Mengheri, 2018).Moreover, some groups of people with dyslexia read faster when a text is rendered with increased inter-letter and inter-word spacing (Galliussi et al., 2020).Dyslexia friendly (DF).DF fonts are thought to help people with dyslexia to recognize letters, distinguish between letters of similar shapes, and limit crowding effects.Indeed, the facilitating characteristics are a specific letterform (i.e., increased thickness near the bottom; angling and changing the height and the contours of similarly shaped letters; serif or sans serif types) to prevent reversals, rotations, and misordering, and an increased spacing to limit crowding (Galliussi et al., 2020)

Visual
A number of studies found that individuals with dyslexia show an asymmetrical distribution of their visual attention, with better performance on targets in the right than the left visual field, while controls performed equally well on both sides (Khan et al., 2018)

Sound
Narration with written text was found to be especially beneficial for students who have weak reading or language skills (Dunsworth & Atkinson, 2007).Indeed, better readers have less preference for adding audio to written text than poor readers which has to do with the pacing of the audio (Gerbier et al., 2018).Gerbier, Billy and Bosse (2018) argued that this pacing has to be aligned with students' reading speed to optimize learning.A mobile application with a sound aid is a powerful tool in helping people with dyslexia to cope with their disabilities.

Colour
Poor coloured text is one of the main problems encountered by people with dyslexia.According to the dyslexia association of Ireland and British Dyslexia Association (Khan et al., 2018), it is better to use a coloured background than white because white can appear dazzling to some children with dyslexia.According to the association, colours like cream, off white and pastel colour can ease reading.However, some Dyslexics may have their own preference of colour such as yellow or blue (Khan et al., 2018)

Text
The study found that a text written in Comic Sans MS font family over a yellow background is the most suitable combination for dyslexics (Khan et al., 2018).

RQ3 What was the platform used to deliver learning for dylexic children?
Platforms used in every past paper have been divided by four categories which are games, mobile application, courseware and none of three as shown in Figure 3.0.Out of a total of 25 studies, 9 were evaluated using games, 8 were using mobile application, and 7 studies using courseware in their research (Fig. 3.0).The largest number of platform that had been used in this review paper was using games.

Conclusion
This paper reviewed 25 studies in the field of educational software for children with Dyslexia.While selecting the studies for analysis, the focus was on all solutions that include educational software and are designed for children whose primary disability is Dyslexia.The results of the systematic literature review showed that the most common methodology used was quantitative method.Most of the research involved children as their participants.
In this research, the researcher found that children with dyslexic are facing the problem of identifying characters in Arabic that share similar words or similar sounds.In addition, background color and words are affecting the reading of children with dyslexic.User interface with some improvement defines the way how they will use the software.Therefore, educational software play an important roles to help children with dyslexia to read better in Arabic.
the sources of literature search 4. Define the inclusion and exclusion criteria of the literature 5. Define the search criteria 6. Search of literature 7. Selection of literature C. Analysis of literature 8. Reading of the selected literature 9. Data extraction and coding D. Results report 10.Interpretation of results 11.Generation of the review report

Figure
Figure 2.0 RQ2: What are education software design criteria that are suitable for dylexic Children?

Table 5 :
Quality Evaluation of Various Articles Type.

Table 2 :
Data Analysis of Related Study