The iLearnRW project developed tablet-based educational software, comprising of a reader and a game, which together assisted children with dyslexia aged 9-11 with reading and spelling in formal and informal learning contexts. The iLearnRW software modelled a child’s linguistic abilities to place them at an appropriate learning stage and apply a suitable teaching strategy. The game’s learning aims and interventions were the result of a close collaboration between dyslexia experts and designers. A parallel thread of work ensured that children’s motivation to learn was fuelled through appropriate activities and rewards. More information can be found on the iLearnRW website.

Within the iLearnRW project I held a number of responsibilities. Primarily I was responsible for the development of the User Model. Taking a somewhat unique approach, we focussed on building the User Model through a series of User-Centred Design activities. You can find out more about our approach here. Additionally as part of my duties I was a key member of the design team and also took a leading role in the evaluation of the software. During my time on the project I also ran two supplementary studies. The first explored using gamification with students with dyslexia and the second focussed on how impact is negotiated and understood within multidisciplinary projects.