What is it about?
Using a participatory design approach, LESLLA teachers redesigned the Lukukupla literacy support app, developed for Finnish-speaking children. Potential barriers and redesign suggestions were discussed in game diaries and interviews with the researcher. Motor skill and visibility were identified as crucial non-game-specific issues. Game-specific issues, including trauma insensitivity, were identified in learning content, instructions, feedback, visual and auditory input. Teachers’ suggestions emphasized customization and vocabulary training to make the game more relevant and comprehensible for adults.
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Why is it important?
The lack of adequate digital learning material is a problematic issue in adult migrant literacy education. This study focused on enhancing a serious game’s accessibility and usability for adult second language users with emergent literacy and its results highlight how digital learning environments are not automatically suitable for all literacy learners but need to be (re)designed to meet learners’ needs.
Perspectives
The article presents recommendations for the development of digital, target-group-specific learning environments for adult learners with limited formal education, which are further elaborated in my recent PhD: Malessa, Eva. 2025. “Access to (M)ALL: Redesigning a literacy support serious game app in a participatory design approach with Finnish language and literacy teachers of adult migrants with limited/interrupted formal education”. https://urn.fi/URN:ISBN:978-952-86-0587-4
Dr. Eva Malessa
University of Turku
Read the Original
This page is a summary of: Redesigning a Serious Game App with LESLLA Teachers for Adult Migrant Second Language and Literacy Learners: Enhancing Accessibility and Usability, EDeR Educational Design Research, July 2025, Staats- und Universitatsbibliothek Hamburg Carl von Ossietzky,
DOI: 10.15460/eder.9.2.2348.
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