TOWARDS INCLUSIVE GAMIFIED LITERACY INTERFACES FOR MALAYSIAN STUDENTS WITH DYSLEXIA: INTEGRATING THE DELONE AND MCLEAN INFORMATION SYSTEMS SUCCESS MODEL

Authors

  • Safura Adeela Sukiman Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA Cawangan Johor, Kampus Segamat

DOI:

https://doi.org/10.24191/VoA.v22i1.11354

Keywords:

Dyslexia, Gamification, Literacy Interface Design, DeLone and McLean IS Success Model, Educational Technology Design

Abstract

Dyslexia presents persistent challenges in reading fluency, spelling and decoding, which negatively impact primary school students’ academic outcomes and self-esteem. Students from low-income (B40) households in Malaysia face additional challenges owing to limited access to specialised support and assistive technologies. Gamification has emerged as an effective instructional method for increasing motivation, engagement and retention. However, most gamified literacy applications are intended for neurotypical users and lack a theoretical foundation. This study synthesises recent literature (2020–2025) on gamified literacy interfaces for students with dyslexia to identify key design components and integrate them with DeLone and McLean Information Systems (IS) Success Model. A structured search of Scopus, Web of Science, IEEE Xplore and Google Scholar yielded 17 studies that met the inclusion criteria. Through literature synthesis and content categorisation, the analysis revealed common design features such as dyslexia-friendly fonts, multimodal content, reward mechanisms, storytelling and cultural adaptation. These components were systematically aligned with the six DeLone and McLean IS Success dimensions to propose a pre-implementation conceptual framework for inclusive gamified literacy tools. The findings also underscore the importance of lightweight, accessible and culturally adaptive interfaces to address digital inequalities among Malaysia’s B40 students. By situating these interfaces within the Malaysian context and the global sustainability agenda—particularly Sustainable Development Goal 4 (quality education) this study contributes a theoretically informed and contextually relevant framework for promoting equality and digital transformation in primary education for Malaysian students with dyslexia.

References

Ali, M., Zainodin, W., & Mahamad, T. E. T. (2024). The challenges of digital inequalities in online and remote learning on b40 students during the covid-19 pandemic and beyond. Journal of Media and Information Warfare, 17(1), 1-17.

Allafi, R., Alzahrani, I., & Newbury, P. (2022). Measuring the impact of developing a game-based mobile application to increase reading skills level for dyslexic students at primary schools in Saudi Arabia. INTED Proceedings, 1, 10552-10559. https://doi.org/10.21125/inted.2022.2790

Ansari, S., Banerjee, H., Guha, R., & Mukhopadhyay, J. (2020). Improving the readability of dyslexic learners with mobile game-based sight-word training. In 2020 IEEE 20th International Conference on Advanced Learning Technologies (ICALT), 287-289. https://doi.org/10.1109/icalt49669.2020.00093

Bhatti, Z., & Shabbir, N. (2022). Serious game model for dyslexic children. Sukkur IBA Journal of Computing and Mathematical Sciences, 6(1), 72-78. https://doi.org/10.30537/sjcms.v6i1.864

Brennan, A., McDonagh, T., Dempsey, M., & McAvoy, J. (2022). Cosmic sounds: A game to support phonological awareness skills for children with dyslexia. IEEE Transactions on Learning Technologies, 15(3), 301-310. https://doi.org/10.1109/tlt.2022.3170231

Cahyani, D. E., Wahyuningsih, S., Rahmadani, D., Khotimah, K., & Atan, N. A. (2024). User interface design for dyslexia children learning application using design thinking approach. International Journal of Interactive Mobile Technologies (iJIM), 18(06), 84-96. https://doi.org/10.3991/ijim.v18i06.47973

Cahyono, D. (2022). Gamification for education: Using lexipal to foster intrinsic and extrinsic learning motivation of students with dyslexia. In Proceedings of the 14th International Conference on Education Technology and Computers, 32-38. https://doi.org/10.1145/3572549.3572555

ChePa, N., Bakar, N. A., & Sie-Yi, L. L. (2022). Criteria and guideline for dyslexic intervention games. International Journal of Advanced Computer Science and Applications, 13(9), 162–172. https://doi.org/10.14569/ijacsa.2022.0130919

Dela Cruz, C. (2024). Enhancing engagement: Key factors for exceptional learners in gamified education. In 2024 9th International Conference on Information Technology and Digital Applications (ICITDA), 1-7. https://doi.org/10.1109/icitda64560.2024.10809840

DeLone, W. H., & McLean, E. R. (1992). Information systems success: The quest for the dependent variable. Information Systems Research, 3(1), 60-95. https://doi.org/10.1287/isre.3.1.60

Delone, W. H., & McLean, E. R. (2003). The DeLone and McLean model of information systems success: A ten-year update. Journal of Management Information Systems, 19(4), 9-30. https://doi.org/10.1080/07421222.2003.11045748

Devisakti, A., Muftahu, M., & Xiaoling, H. (2023). Digital divide among B40 students in Malaysian Higher Education Institutions. Education and Information Technologies, 29(2), 1857-1883. https://doi.org/10.1007/s10639-023-11847-w

Ghazzai Alsulami, S. (2019). The role of memory in Dyslexia. International Journal of Education and Literacy Studies, 7(4), 1. https://doi.org/10.7575/aiac.ijels.v.7n.4p.1

Jamshidifarsani, H., Garbaya, S., Lim, T., & Blazevic, P. (2021). Intelligent games for learning and the remediation of dyslexia: Using automaticity principles. IEEE Systems, Man, and Cybernetics Magazine, 7(1), 15-24. https://doi.org/10.1109/msmc.2020.3007131

Jaramillo-Alcázar, A., Venegas, E., Criollo-C, S., & Luján-Mora, S. (2021). An approach to accessible serious games for people with dyslexia. Sustainability, 13(5), 2507. https://doi.org/10.3390/su13052507

Khaleghi, A., Aghaei, Z., & Behnamghader, M. (2022). Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal. Entertainment Computing, 42, 100482. https://doi.org/10.1016/j.entcom.2022.100482

Larco, A., Carrillo, J., Chicaiza, N., Yanez, C., & Luján-Mora, S. (2021). Moving beyond limitations: Designing the Helpdys app for children with dyslexia in rural areas. Sustainability, 13(13), 7081. https://doi.org/10.3390/su13137081

Leseyane, M., Mandende, P., Makgato, M., & Cekiso, M. (2018). Dyslexic learners’ experiences with their peers and teachers in special and mainstream primary schools in north-west province. African Journal of Disability, 7, 1–7. https://doi.org/10.4102/ajod.v7i0.363

Mastropavlou, M., Zakopoulou, V., Christou, T., Nerantzini, M., & Lekakou, M. (2020). The design of New Digital Resources of personalized support of reading skills for novice readers and children with dyslexia: A presentation of the IREAD Software Linguistic Domain Models. In Proceedings of the 9th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-Exclusion, 241-245. https://doi.org/10.1145/3439231.3439279

Oosterwyk, G., Brown, I., & Geeling, S. (2019). A Synthesis of Literature Review Guidelines from Information Systems Journals. Kalpa Publications in Computing, 12, 250-238. https://doi.org/10.29007/42v2

Piki, A., & Markou, M. (2023). Digital Games and mobile learning for inclusion: Perspectives from special education teachers. In 2023 10th International Conference on Behavioural and Social Computing (BESC), 1-8. https://doi.org/10.1109/besc59560.2023.10386117

Ramli, R., & Purba, K. R. (2023). The development of a game for cognitive remediation therapy (CRT) to improve attention span and memory among children with learning disabilities. In 2023 19th IEEE International Colloquium on Signal Processing & Its Applications (CSPA), 1-6. https://doi.org/10.1109/cspa57446.2023.10087548

Sarah Abu Bakar, S. N., Hafizah Mahamarowi, N., & Mustapha, S. (2022). Game-based learning as a teaching and learning tool for dyslexic children. In 2022 IEEE 10th Conference on Systems, Process & Control (ICSPC), 50-55. https://doi.org/10.1109/icspc55597.2022.10001824

Schirmer, B. R. (2018). Framework for Conducting and writing a synthetic literature review. International Journal of Education, 10(1), 94. https://doi.org/10.5296/ije.v10i1.12799

Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333-339. https://doi.org/10.1016/j.jbusres.2019.07.039

Weerasinghe, Y., Perera, K. G., Gallage, S. C., Ramesh, S., Karunanayaka, K., & Nanayakkara, S. (2025). Lexilearn: Gamifying learning for dyslexia in a novel linguistic context. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 1-8. https://doi.org/10.1145/3706599.3720169

Yeratziotis, A., Fotiadis, T., Achilleos, A., Savvides, S., Mettouris, C., Christoforou, C., Arailoudi, A., Mytides, A., Papadopoulos, G. A., & Papadopoulos, T. C. (2024). A game-based cognitive intervention for young learners with reading difficulties. SN Computer Science, 5(6), 701. https://doi.org/10.1007/s42979-024-03042-6

Downloads

Published

2026-01-31

Issue

Section

Articles

How to Cite

Sukiman, S. A. (2026). TOWARDS INCLUSIVE GAMIFIED LITERACY INTERFACES FOR MALAYSIAN STUDENTS WITH DYSLEXIA: INTEGRATING THE DELONE AND MCLEAN INFORMATION SYSTEMS SUCCESS MODEL. Voice of Academia, 22(1), 143-163. https://doi.org/10.24191/VoA.v22i1.11354