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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>technologies and learning: from medical science to Action Video Games for enhancing attention and reading in Dyslexia</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giuliana Nardacchione</string-name>
          <email>giuliana.nardacchione@unifg.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luigi Traetta</string-name>
          <email>luigi.traetta@unifg.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Medical science</institution>
          ,
          <addr-line>Action Video Games, Dyslexia, Learning Disorder, Digital technologies</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Foggia</institution>
          ,
          <addr-line>Via Arpi 176, Foggia</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper traces the history of technological applications to disability, from the early days until today, highlighting how science and technology, although different entities, are closely complementary and functional in promoting a significant improvement in the quality of life of people with disabilities or learning disorders. Specifically, the focus will be on dyslexia, resulting from the combination of impairments in phonological processing and visualattentional mechanisms. Much of the literature has shown that action video games (AVG) are able to improve perceptual, attentional and academic skills of subjects with reading deficits. The purpose of this contribution is, therefore, to show the benefits of AVG training on Dyslexia through changes in neurocognitive functions underlying the learning of reading.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The history of medicine and the history of disability, always develop under different epistemological
assumptions: one will more likely use medical models of disability while the other will challenge them
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This reflection, however, the author continues, should not lead to reconstructing the history of
disability by adopting an opposite point of view than the history of medicine. A similar discourse may
apply with regard to the complex relationship between disability and another history closely related to it,
namely the evolution of technology. If “the idea (or the desire) to build automaticmachines appeared in
the human mind much earlier than is commonly believed” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] the idea of applying technology to disability
with the aim of creating automatic machines capable of offering solutions to overcome the functional
limitations, whether physical or mental, induced by the main types of disability is much more recent.
      </p>
      <p>
        It is significant, in this regard, that in 1989, the statement in the Encyclopedia of architecture appeared
tobe revolutionary, according to which, instead of responding only to the minimum level (which requires
some special characteristics for disabled people), it is possible to design building elements in such a way
as to make them usable by a wider range of human beings, including elderly people, children, people with
disabilities and people of different sizes [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>The objective of this essay is, on the one hand, the reconstruction of the history of technical
applications to disability, the history that preceded (allowing the official birth) the development of
assistive technologies and design for all (but that appears, today, still too neglected) and, on the other hand,
through one of the many possible examples, that of dyslexia, highlight the current outcomes of this history.</p>
    </sec>
    <sec id="sec-2">
      <title>2. The beginnings</title>
      <p>2020 Copyright for this paper by its authors.</p>
      <p>
        The union between science and technology realized during the Renaissance and the consequent revaluation
of the technique itself, which gradually begins to take on the value of “knowledge”, means that the
collaboration between the scientist and the mechanic becomes a reality so consolidated, that even surgeons,
notes Rossi, “came into increasingly close contact with artists, doctors and anatomists” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. If, on the other
hand, in the work of Leonardo we encounter the first attempts to make androids – among whose noteworthy
aspects should be mentioned, in this context, the projects of joints with automatic movements –, it was a
surgeon, the French Ambroise Paré, who developed the first examples of mechanical prostheses.
      </p>
      <p>In his treatise Dix livres de la chirurgie, after pointing out how inhumane the practice of amputating a limb
was, on the one hand, and, on the other, how necessary this practice was, at times, for the patient's survival,
Paré proclaimed his immense faith in surgical practice, which was now able to “provide the means to imitate
nature and make up for the lack of a lost limb” [5]. The three models of prostheses developed by Paré – a leg,
a hand and an arm – responded, however, to the need to promote the recovery of voluntary movements in the
patient.</p>
      <p>Great attention was also paid to the operational aspects of amputation surgery and the subsequent
positioning of the prosthesis. Even though Paré’s pages on artificial limbs are substantially dedicated to
soldiers wounded during battles, they appear to be extremely topical, also from a technical point of view,
because one of the first attempts to reproduce even the joints of the fingers through an actuator mechanism can
be glimpsed.</p>
      <p>The epistemological separation between the figure of the physician and that of the surgeon, a separation
that would survive in part even in the late sixteenth century and that would continue to sanction, in fact, the
superiority of theoretical medical knowledge over the surgical one, ended up obscuring Paré’s study on
prostheses to the advantage of his discoveries – which were directly related to the realization of artificial limbs
– on the lacing of blood vessels instead of the ancient practice of cauterization.</p>
      <p>
        In the eighteenth century, then, when confidence in technology came to exceed that in man [
        <xref ref-type="bibr" rid="ref5">6</xref>
        ], the interest
in technological applications to disability, returned to grow, as evidenced by the attention of mechanics to the
sick, in the wake of that enthusiasm caused by the “popular health education” [
        <xref ref-type="bibr" rid="ref6">7</xref>
        ] inaugurated in 1761 by the
Swiss physician Samuel A. Tissot.
      </p>
      <p>It is not surprising, therefore, to discover in the seven volumes, published since 1735 and dedicated to the
machines approved by the Parisian Academy of Sciences, some mechanical instruments designed for the
disabled.</p>
      <p>
        Among these, it is worth mentioning, first of all, the bed for the sick with a structure of four columns on
which it could rotate, by means of a system of cranks, the support surface: this, by lowering and raising,
facilitated the descent and ascent of the patient in bed [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ]. To remember, too, a particular bandage, consisting
of a plate with straps, for the containment of hernias a military bed, elaboration of a traditional hammock, with
the addition, however, of supports (so as to make unnecessary the use of trees) and a tent, able to protect from
insects and, finally, the fan to renew the air in the rooms of the sick.
      </p>
      <p>
        Also worthy of note was the artificial arm presented in 1732 by Mathieu Kriegseissen, an expert in the
construction of precision instruments [
        <xref ref-type="bibr" rid="ref8">9</xref>
        ]. Composed of four copper elements and three articulated joints to
allow the movement of fingers, wrist and forearm, this prosthesis was valuable in cases of amputation of the
arm that had not exceeded, however, the elbow, since this was essential to allow the movement through a
system of ropes.
      </p>
      <p>In a period in which science and technology were becoming part of the collective imagination also through
the flights of hot air balloons, the Bottles of Leiden or mesmeric fluids, the attempt to imitate the phenomena
of the living in an artificial limb became a paradigmatic example of eighteenth-century trends that would lead
to the birth of androids. Yet the android, intended as a representation of the human body and as an attempt to
imitate not only its forms but also some of its movements or even some vital functions, ended up by “showing”
mechanics, engineers and scientists the main way to extend to the nascent human physiology those principles,
now mature, which had allowed the application of mathematical analysis to Newtonian physics. These were
the works that had given life to rational mechanics and that were immediately confronted with the characteristic
element of the late eighteenth century, the growing “scientificisation” of technology caused by the massive
diffusion of machines.</p>
      <sec id="sec-2-1">
        <title>3. The Anatomical Artificial</title>
        <p>The affirmation, in the nineteenth century, of experimental physiology provided new lifeblood to the union
between medicine and technology, especially in the field of surgical instrumentation where, moreover, the
rapid progress of vivisectionist methodologies, although contested, required increasingly precise and
appropriate tools. The American War of Secession, moreover, produced in the second half of the nineteenth
century a new emergency in the field of prostheses because of the high number of combatants who were
mutilated: this is witnessed by the considerable number of patents that, since 1862 and in a few years, brought
a series of innovations in the construction of prostheses.</p>
        <p>
          Among the patents, we should certainly mention the “anatomical leg” developed by the doctor and surgeon
Douglas Bly (1870), on the path indicated by his compatriot Benjamin Palmer in 1846 [
          <xref ref-type="bibr" rid="ref9">10</xref>
          ]. The need to use
expensive materials such as ivory in the construction of the prosthesis, while allowing a significant increase in
mobility compared to previous models, did not guarantee Bly an immediate success in terms of government
funding.
        </p>
        <p>
          The qualitative leap in the design of prostheses occurred shortly thereafter, with the affirmation of the
principle that not only amputees could be the object of attention by medical technology, but also – as we read
in the presentation edited by the Chicago Orthopedic Institute for the surgical and mechanical treatment of
the deformities and deficiencies of the human body – children and young people suffering from “incipient or
established deformities in various parts of the body” [
          <xref ref-type="bibr" rid="ref10">11</xref>
          ]. Problems of the spine, ligaments and bone
malformations finally found a definitive solution thanks to the refinement of increasingly specific and
“custommade” prostheses.
        </p>
        <p>In the second half of the nineteenth century, on the other hand, the basic principles of postural re-education
of the individual were affirmed, starting with the pioneering research of the physiologist and medical physics
expert Adolf Eugen Fick, who inaugurated the modern interpretation, in kinesiological and energetic terms, of
muscular movements.</p>
        <p>
          On the way to the design of the twentieth century artificial limbs, is also placed the surgeon Friedrich
Trendelenburg who in 1895 described the shortening of the leg following a fracture of the femur or a
dislocation of the hip. In case of congenital dislocation of the hip, Trendelenburg observed, the patient tended
to tilt the shoulders on the dislocated side during walking, while in the standing position on the dislocated side
(and, therefore, with the healthy limb raised), a lowering of the pelvis was observed on the healthy side, while
the trunk remained vertical and the line of the shoulders horizontal [
          <xref ref-type="bibr" rid="ref11">12</xref>
          ]. The search for the so-called
“Trendelenburg sign” will become a constant in examinations of mobility and motility in contemporary
orthopedic clinics.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>4. The 20th century: residual capacity</title>
        <p>In the first twenty years of the twentieth century, the A.A. Marks Society of New York published several
editions of the Manual of Artificial Limbs, in which, in addition to a series of typically medical and mechanical
innovations in the design and manufacture of artificial limbs, there is a real publicity campaign aimed at
disabled individuals – often career men or women particularly attentive to elegance – to show them the
versatility of prostheses, now no longer the exclusive prerogative of severe disabilities, but essential in the
most common gestures of everyday life.</p>
        <p>Thanks to these prostheses, the American Society promised men and women that they would be able to
return to a wide variety of jobs, play their favorite sport or attend gala evenings again without any difficulty.</p>
        <p>The manual, the various editions of which did not present major innovations, except for updates due to the
needs of veterans of the First World War, is particularly significant because it testifies both to the tendency to
consider the concept of disability in a social key, leading it to a more widespread need for well-being and
quality of life, and to the turning point, which took place in the medical field, regarding the consideration of
impairment in terms of residual physiological capacity.</p>
        <p>
          It was the French physiologist Jules Amar who was the spokesman of the new trend: within a vast program
of professional re-education of individuals disabled by the war, Amar developed in 1915 the
arthrodynamomètre, an instrument designed to “measure the values of angular displacements of the limbs and
the absolute efforts of a given muscle group for all possible levels of flexion” [
          <xref ref-type="bibr" rid="ref12">13</xref>
          ]. This was a fundamental
object for Amar's research, which was increasingly aimed at analyzing both the energy expenditure during
work and the annexed reparative action of the organism, since – as he thought – the mission of the physiologist
concerned the knowledge of the residual capacities of war invalids and the subsequent drafting of a
rehabilitation program starting from these residual capacities.
        </p>
        <p>
          Amar, moreover, was also involved in the realization of prostheses, supports and orthopedic crutches: the
prosthesis became both a pretext to study in depth the problem of residual strength to be maximized, and a tool
to give back to the invalid a driving force not affected by the energy expenditure related to the prosthesis itself
[
          <xref ref-type="bibr" rid="ref13">14</xref>
          ] [
          <xref ref-type="bibr" rid="ref14">15</xref>
          ].
        </p>
        <p>But Amar's physiological investigation of amputees went beyond simple measurements of the residual
strength of amputated limbs. Neither the anatomical data related to the reduction in volume and length of a
given muscle, nor the consequent decrease in mechanical power due to the amputation of a part of a limb could,
according to him, account for the complex synergies that the human motor put in place to restore a functioning
as natural as possible.</p>
        <p>
          Opposing, therefore, the surgical techniques of the time, based on the principle of preserving as much as
possible the damaged muscle fibers in order to save their length and, therefore, their power, Amar affirmed the
need to consider from a different point of view the proportion between the residual length and power of the
amputated limb [
          <xref ref-type="bibr" rid="ref15">16</xref>
          ]. Amputating a segment slightly more than strictly necessary, in addition to preventing
degenerative processes caused by infected portions of muscle left in loco, could ensure the implantation of
prostheses lighter and stronger than the amputated limb. Surgery, in these cases, would have had to submit
itself to the needs of the professional re-education of war invalids. In order to accurately assess the muscular
activity of amputated limbs, Amar made use not only of the arthrodynamomètre and the cycle ergométrique,
but above all, with regard to the walking of patients with artificial legs, of the Trottoir dynamographique which
he developed in the first decade of the twentieth century.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>5. Dyslexia: general diagnostic criteria</title>
        <p>Developmental Dyslexia is framed by some international diagnostic manuals such as the DSM, now in its
fifth edition [17], and the WHO document, in its tenth revision [18]. According to the DSM-5, reading and
writing acquisition disorders belong, together with calculus disorder, to a single diagnostic category called
“specific learning disorder” (code 315) and are enrolled in the section of “neurodevelopmental disorders”. On
the other hand, the ICD-10 indicates the DSA with the wording “specific developmental disorders of scholastic
skills” (F81) highlighting as the main feature of the Specific Reading Disorder (F81.0) a significant impairment
in the development of reading ability, which is not entirely explained by mental age, problems of visual acuity
or inadequate schooling.</p>
        <p>
          In the Italian reality it is essential to consider the document issued by the Consensus conference (CC) of
2010 on DSA [
          <xref ref-type="bibr" rid="ref16">19</xref>
          ] and the clarifications contained in the document entitled Clinical recommendations on DSA
[
          <xref ref-type="bibr" rid="ref17">20</xref>
          ]. Both documents aim to improve health care and produce evidence-based recommendations for clinical
practice. The latter define ASDs as disorders that, while leaving general intellectual functioning intact, affect
a specific domain of abilities. In the specific case of Dyslexia, it is defined as a reading disorder, understood
as the ability to decode text.
        </p>
        <p>
          The school repercussions are regulated by Law 8 October 2010, n.170 (New rules on specific learning
disorders in schools) [
          <xref ref-type="bibr" rid="ref18">21</xref>
          ], created to protect students who receive a diagnosis of DSA, which defines Dyslexia
as a specific disorder that manifests itself in a difficulty in learning to read, especially in the deciphering of
linguistic signs, or in the correctness and speed of reading.
        </p>
        <p>
          As for the diagnosis of dyslexia, it can only be made from the end of the second class of elementary school,
given the wide physiological variability in the time of acquisition of the ability to read deciphering, in order to
avoid an excessive number of false positives. Standardized tests that analyze deciphering reading skills
separately evaluate the accuracy parameter, expressed as the number of errors, and the speed parameter,
expressed as the average number of syllables read per second [
          <xref ref-type="bibr" rid="ref19">22</xref>
          ].
        </p>
        <p>
          Reading in Dyslexia is characterized by the presence of errors of substitution, omission, addition or
transposition of one or more letters and/or exchange between visually visible words (e.g., “castello” instead of
“hat”) and, therefore, errors in word recognition, and by frequent hesitation, slowness, poor turnout and failure
to respect prosody. Sometimes the subject misses the mark and commits skips or rereads [
          <xref ref-type="bibr" rid="ref20">23</xref>
          ].
        </p>
        <p>
          The clinical manifestations of dyslexia tend to change depending on the specific evolutive stage. In the
initial intermediate stages of literacy, i.e., up to the third/fourth primary grade, the decipherment of many
written words remains sub-lexical, i.e., based on the sequential recognition of syllables, or of single letters in
the most severe cases, resulting very slow and stunted, often starred with numerous errors. When the
deciphering is very fragmented and laborious, the phonemic/syllabic assemblage may be difficult and the
lexical recognition may not take place. Later (usually from the end of elementary school), some subjects speed
up reading significantly, trying to recognize in a “direct” way most of the written words, at the price, however,
of committing numerous errors in their recognition. In many other cases, reading reaches a fair degree of
accuracy, but remains slow and stunted, proceeding in a “sub-lexical” way for many words [
          <xref ref-type="bibr" rid="ref21">24</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>6. Dyslexia and Action Video Games</title>
        <p>
          While historically video games were developed for purely entertainment purposes, today research suggests
that they have the ability to powerfully alter the brain and behavior, leading researchers to probe whether they
can be developed or used for educational and/or therapeutic purposes. Below, we examine the impact in the
real world (specifically, in the educational system) of a specific genre of video games, action video games
(AVG). These are action-packed video games and, as such, require players to actively move through the game
environment, effectively monitor their surroundings, and provide frequent, rapid, and accurate motor responses
to new and different stimuli, functional, first, to induce learning and neuroplasticity and, second, to improve
attentional control and cognitive flexibility by providing a motivating and enjoyable experience via the
dopaminergic reward system [
          <xref ref-type="bibr" rid="ref22">25</xref>
          ] [
          <xref ref-type="bibr" rid="ref23">26</xref>
          ].
        </p>
        <p>
          Video games could, therefore, be efficient learning tools, as the fun they provide fuels intrinsic motivation
to train more of one's skills, including attentional control and cognitive flexibility. Increased attentional
control, i.e., the ability to focus for a period of time while ignoring sources of disruption or distraction, is
potentially very beneficial for classroom learning [
          <xref ref-type="bibr" rid="ref24">27</xref>
          ] [
          <xref ref-type="bibr" rid="ref25">28</xref>
          ]. For this reason, action video games could be
leveraged to support positive changes in learning academic skills in individuals with reading deficits [
          <xref ref-type="bibr" rid="ref26">29</xref>
          ].
        </p>
        <p>
          Extensive research has shown that deficits in reading are associated with both phonological processing
[
          <xref ref-type="bibr" rid="ref27">30</xref>
          ] [
          <xref ref-type="bibr" rid="ref28">31</xref>
          ] and visual-attentional mechanisms [
          <xref ref-type="bibr" rid="ref29">32</xref>
          ] [
          <xref ref-type="bibr" rid="ref30">33</xref>
          ].
        </p>
        <p>
          With respect to the latter, attention dysfunction is a major deficit in dyslexic individuals. Thus, although
the main theoretical account of the cognitive causes underlying Dyslexia coinvolves a phonological deficit, a
subsample of dyslexic children appears to be affected by attention deficit [
          <xref ref-type="bibr" rid="ref31">34</xref>
          ].
        </p>
        <p>
          Franceschini and colleagues (2013) evaluated the ability of action video games to improve attention and
reading skills in an Italian dyslexic population. The authors used a child-friendly video game (Rayman Raving
Rabbids) containing both action mini-games (AVG) and non-action mini-games (NAVG). They recruited
children diagnosed with dyslexia and pretested them on attentional skills and reading skills. Half of the children
were then addestratified on the action mini-games and the other half of the children played the non-action
mini-games, for a total training time for both groups of 12 hours, spread over several weeks. At the end of
training, all children were post-tested using the same measures of attention and reading. Results showed a
greater improvement in attention for the dyslexic group trained with the action mini-games (AVG) [
          <xref ref-type="bibr" rid="ref32">35</xref>
          ].
        </p>
        <p>
          Regarding attention, these results are in agreement with several studies illustrating the beneficial effects
of video games for attention development [
          <xref ref-type="bibr" rid="ref33">36</xref>
          ], which studies showed that AVG-controlled training was related
to improvements in visual spatial (e.g., a spatial visual search task) and temporal (e.g., an "Attentional Blink"
– AB task) attention [
          <xref ref-type="bibr" rid="ref34">37</xref>
          ].
        </p>
        <p>
          In a serial visual search task (Figure 1), it may be difficult to capture targets of interest, as they may not
possess those special characteristics that allow them to visually emerge among the various distractors within a
scene. In reading, children with Dyslexia experience this same difficulty, showing, consequently, slower search
times than neurotypical children [
          <xref ref-type="bibr" rid="ref35">38</xref>
          ].
        </p>
        <p>
          In a recent study [
          <xref ref-type="bibr" rid="ref36">39</xref>
          ] showed that in visual search tasks, in the presence of a highly complex scenario
(e.g., a letter with more than twenty distractors), action video game players (AVG) performed better than
nonaction video game players (NAVG).
        </p>
        <p>
          Moreover, in accordance with the impaired visual spatial attention capacity, it is understandable how
word analysis in individuals with Dyslexia is slowed down due to increased crowding effects [
          <xref ref-type="bibr" rid="ref37">40</xref>
          ]: the
alteration of recognition of a specific stimulus is caused by the presence of nearby objects in peripheral vision.
In fact, the extra-large spacing between letters and words, by reducing crowding, makes possible an
improvement in the reading accuracy and speed of children with Dyslexia [
          <xref ref-type="bibr" rid="ref38">41</xref>
          ]. AVG players showed
significantly reduced crowding compared to NAVG players. Therefore, the use of AVG training could reduce
crowding in Dyslexia.
        </p>
        <p>
          People with Dyslexia also show a deficit in visual temporal attention [
          <xref ref-type="bibr" rid="ref39">42</xref>
          ]. The “Attentional Blink”
task (Figure 2) [
          <xref ref-type="bibr" rid="ref40">43</xref>
          ] consists of identifying two targets among several distractors shown in rapid sequence. This
task assesses the time interval required for individuals to recognize the first target and also the ability to restart
a second attentional analysis in order to discriminate the second one.
        </p>
        <p>
          Longer recovery times were found in adults and children with Dyslexia compared to controls in
disengaging attention from the first target [
          <xref ref-type="bibr" rid="ref41">44</xref>
          ]. Individuals with Dyslexia also had poorer performance in
recognizing the first stimulus (the target) when a second stimulus (the distractor) appears interrupting visual
processing [
          <xref ref-type="bibr" rid="ref42">45</xref>
          ] [
          <xref ref-type="bibr" rid="ref43">46</xref>
          ]. This temporal attention deficit has recently been shown to be linked to Dyslexia [
          <xref ref-type="bibr" rid="ref44">47</xref>
          ].
Training with AVG can produce significant increases in this performance compared to those achievable with
NAVG training [
          <xref ref-type="bibr" rid="ref45">48</xref>
          ].
        </p>
        <p>
          In this regard, Mishra et al. (2011) highlighted that, from a behavioral perspective, AVGPs
outperformed NVGPs, as their brain responses revealed that they suppressed irrelevant and distracting
information to a greater extent than NVGPs. Importantly, these two outcome measures-behavioral
performance and measured neural suppression-were correlated in that the greater the suppression of distracting
(i.e., to be ignored) information, the greater the speed of response in goal identification. Thus, the study of
brain responses in this attentional task provided evidence for a potential mechanism of attentional enhancement
in AVGPs and, thus, more efficient suppression of distracting information [
          <xref ref-type="bibr" rid="ref46">49</xref>
          ].
        </p>
        <p>The improvement in attentional capacity translated into an improvement in phonological decoding of
pseudowords and, consequently, in the ability to read word texts.</p>
        <p>
          In the study by Franceschini et al. (2013), pseudowords and word text reading skills were measured
before (T1) and after (T2) NAVG and AVG treatment in children with dyslexia. Only AVG readers showed
significant overall improvements in reading compared to the NAVG group [
          <xref ref-type="bibr" rid="ref47">50</xref>
          ].
        </p>
        <p>
          Thus, AVG training improves not only basic letter-to-voice sound integration, as indexed by increased
pseudowords reading efficiency, but also lexical recognition, as measured by reading the word text [
          <xref ref-type="bibr" rid="ref48">51</xref>
          ].
        </p>
        <p>It should be noted that these observations were made on Italian children, who learn to read a very
transparent orthography (i.e., Italian), in which the association between letters or groups of letters and speech
sounds is highly consistent. This is not the case with more opaque spelling systems, such as French or English,
where it is necessary to rely on context to decipher and pronounce irregular words. Interestingly, results similar
to those described for the Italian sample have been reported on dyslexic children learning to read English with
benefits of action mini-game training in terms of reading speed, at no cost to reading accuracy.</p>
        <p>
          In a study by Franceschini et al. (2017), English children were evaluated and it was found that
regardless of spelling, AVG training in children with dyslexia would improve visual, auditory, and crossmodal
attentional shift, with cascading effects on audiovisual processing and phonological working memory, as well
as reading speed. In this study, two groups of English-speaking children with dyslexia were matched and tested
their reading skills, phonological working memory, visuospatial, auditory, visual attention, stimulus
localization, and crossmodal attentional shift before and after playing action video games (AVG) or non-action
video games (NAVG) [
          <xref ref-type="bibr" rid="ref49">52</xref>
          ]. Word reading performance was measured before (T1) and after (T2) NAVG and
AVG training in English-speaking children with dyslexia. Time to word recognition was significantly reduced
only after AVG training (Figure 3).
        </p>
        <p>Pseudoword reading performance was also measured before (T1) and after (T2) NAVG and AVG
training in English speaking children with dyslexia. Time to phonological decoding was significantly reduced
only after AVG training (Figure 4).</p>
        <p>Focused visuo-spatial attention was also measured before (T1) and after (T2) NAVG and AVG
training in English-speaking children with dyslexia (Figure 5). Significant improvement in focused
visuospatial attention was observed only after AVG training.</p>
      </sec>
      <sec id="sec-2-5">
        <title>7. Conclusions</title>
        <p>
          Retrospectively reviewing the history of technological applications to different abilities, we can see how
from the beginning until today giant steps have been taken, such as "to outrun a running horse" (Fontana, XV
sec., table 18). There is no doubt that in this field the collaborative and interdependent relationship between
science and technology has been crucial, a relationship capable of linking scientific intuitions and discoveries
to the realization of assistive machines capable of overcoming the functional limitations of the various types
of disabilities or learning difficulties, both organic and acquired (as in the case of world conflicts). The
researches analyzed highlight precisely this aspect: the potential that digital technologies – and, specifically,
action videogames – have, for example, to improve visual-attentional processing and, in turn, on the processes
related to reading in cases of subjects with reading deficits. It is evident, therefore, that the use of Information
and Communication Technologies (ICT) as well as the learning, application and use of new teaching
methodologies are now essential elements to promote adequate teacher training [
          <xref ref-type="bibr" rid="ref50">53</xref>
          ]. In this context, it is
necessary to reflect on the innovative contribution to learning and teaching processes brought by the resources
and potential offered by digital technologies in education [
          <xref ref-type="bibr" rid="ref51">54</xref>
          ]. To this end, an exploratory questionnaire was
administered to some trainees - mostly already teachers - attending the Specialization Course for Support at
the University of Foggia to assess the perception of teachers with respect to the application of digital
technologies functional to the learning of subjects with Dyslexia.
        </p>
        <sec id="sec-2-5-1">
          <title>Below, we report what emerged from the 169 completed questionnaires:</title>
          <p>In your experience as a teacher and/or TFA trainee, which of the following technology devices do
you know are functional in supporting the learning of individuals with Dyslexia?</p>
          <p>Indicate your level of agreement or disagreement with the following statements, using the scale:
1=strongly disagree; 2=disagree; 3=sometimes disagree; 4=undecided; 5=sometimes agree; 6=agree;
7=strongly agree. The use of technology improves the quality of my work.</p>
          <p>Indicate your level of agreement or disagreement with the following statements, using the scale:
1=strongly disagree; 2=disagree; 3=sometimes disagree; 4=undecided; 5=sometimes agree; 6=agree;
7=strongly agree. The use of digital technologies makes my job easier.</p>
          <p>Indicate your level of agreement or disagreement with the following statements, using the scale:
1=strongly disagree; 2=disagree; 3=sometimes disagree; 4=undecided; 5=sometimes agree; 6=agree;
7=strongly agree. The use of digital technologies increases my work productivity.
Indicate your level of agreement or disagreement with the following statements, using the scale:
1=strongly disagree; 2=disagree; 3=sometimes disagree; 4=undecided; 5=sometimes agree; 6=agree;
7=strongly agree. In general, I feel that the use of technologies are easy to use.</p>
          <p>Indicate your level of agreement or disagreement with the following statements, using the scale:
1=strongly disagree; 2=disagree; 3=sometimes disagree; 4=undecided; 5=sometimes agree; 6=agree;
7=strongly agree. Learning enhanced by serious games provides real benefits to individuals with
Dyslexia in terms of academic and co-occurring improvement.</p>
          <p>Have you ever used software to support and enhance the learning of individuals with Dyslexia?</p>
          <p>Have you ever used video games to support and enhance the learning of individuals with Dyslexia?</p>
        </sec>
        <sec id="sec-2-5-2">
          <title>Have you ever read any texts or articles concerning the use of video games in education? 10. Do you think it would be useful to provide ad hoc training for teachers on the use of serious games in education to support the learning of people with Dyslexia?</title>
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1564.
[17] APA (2013), Diagnostic and Statistical Manual of Mental Disorders – Fifth Edition, American
Psychiatric Association, Washington DC (trad.it DSM-V. Manuale diagnostico e statistico dei disturbi
mentali, Raffaello Cortina Editore, Milano 2014).
[18] OMS (2014), ICD-10. Classificazione delle sindromi e dei disturbi psichici e comportamentali.
Descrizioni cliniche e direttive diagnostiche. Criteri diagnostici per la ricerca, ed. italiana di D. Kemali et al.,
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