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Client:
Prinsparets Stiftelse

Dimh's services:
concept development, game design,graphics, UX/UI,
frontend, serious games, game development

The Great Adventure

Together with the Prinsparets Stiftelse, we have developed a method game. The aim of Det stora äventyret is to contribute in a playful way to increasing the desire to read among children and young people by creating curiosity about letters, words, and language.

"Det stora äventyret" was created specifically for children with dyslexia, but is aimed at and can be played by all children of preschool and early elementary school age. Children from "Lilla Djurgårdsakademien" have been involved throughout the development process, from the initial idea and content creation, and their input has been incredibly important to the final result.

Among other things, children can practice sorting items, sounding out syllables, and finding words. The method game also provides opportunities to practice concentration, follow instructions, and learn more about dyslexia. The goal is to spread knowledge about and nuance the image of dyslexia, and contribute to a society where our differences are seen as strengths. 

Increase your knowledge of dyslexia by visitingdetstoraaventyret.prinsparetsstiftelse.se
No login details are required, no personal data is stored, and it is free of charge. Det stora äventyret can be played on a desktop or tablet (i.e., iPad or similar). 

The Great Adventure was developed by Dimh and Prinsparets Stiftelse with financial support from Vinnova.

On October 28, 2022,
Det stora äventyret ( : The Great Adventure) was launched at Folkets hus in Solna.

His Royal Highness Prince Carl Philip, with his genuine commitment to children, was present at the launch to see how the method game was received. The prince sat down with the children in the tent and listened to their reactions with great curiosity.

At the launch, the Prinsparets Stiftelse invited children to try out the method game.
They had decorated the room as if you were entering parts of the game, so creative and inviting! The children loved it!

In the method game, you can visit the "tälltplatsen," and they had set up a real tent in the room, with fir trees and everything, to give you a vivid experience of what also happens in the method game. How wonderful! There were many eager second-grade children who got to try out Det stora äventyret. on their own iPads.

 

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Image from a target group test.

Process and development

Workshop

The collaboration began with a workshop in Stockholm.

To identify needs and the desired effects of the tool, we went through several points about what dyslexia is, what strengths we want to highlight, what challenges exist, and how we can preventively increase children's knowledge. Providing children with knowledge at an early stage increases the likelihood that they will ask a trusted adult for help. Prinsparets Stiftelse aims to normalize dyslexia, and we brainstormed ways to reach younger children and educate them about dyslexia.

We conducted a survey of situations and needs and analyzed the target group with the aim of

Create a gamified web-based tool that can meet the following requirements:

  • Spreading and making knowledge about dyslexia accessible
  • Highlight the many resources already available for dyslexia
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Images from Dimh and the Prinsparets Stiftelse in Stockholm.

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UX/UI

In parts of the game, the user can have the dialogue boxes read aloud.
Under the menu in The Great Adventure, the user can choose between two fonts to improve readability.

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Characters & Theme

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katten
myran
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Let us introduce the characters in The Great Adventure.
Tagg the Hedgehog, My the Ant, Stella the Cat, and Stig the Rabbit.
The choice of animals, feedback on their appearance, and their names were developed with the help of children from the target group in target group tests.
Theme - When choosing words for the exercises and physical cards, we followed the theme in the different areas.
Language and tone – Together with special education teachers, we have developed the preferred tone and text for the method game.

 

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Map - area

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Byn - Tältplatsen - Skogen - Floden

Exercises

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Choice of exercises
- The exercises are selected according to the themes of the different areas. The different characters that accompany the child in the areas are also included in the exercises and explain how the exercises work.

All exercises are based on one of the following objectives: practicing executive skills, memorizing, organizing, sorting, and concentrating. But also general reading and writing comprehension, such as reading syllables. Common to all of these are things that can be difficult for a dyslexic person.

It is also important to focus on the strengths of dyslexics. For example, storytelling or problem solving, etc. 

In the exercise "Igelkottens dag" the child practices sorting and structuring information using images and text in a mind map. Once the child has mastered the area, they receive the physical card with a physical exercise. This part focuses on highlighting the strength of retelling a story in words and with imagination.

Progress and difficulty level
- We based our decisions on the numerous target group tests we conducted with different children. They gave us indications and feedback on progression and the difficulty level the exercises should have. 


- Voice narration is available for the text dialogues that appear in the game.

Physical cards

You receive the physical cards when you have completed an area. The card also has a code that you can enter into the tool if you want to return to where you left off and are not using the same computer/tablet as when you last played.

Each card contains a tip for a physical exercise.

The cards can also be printed out and colored in. 

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physicalcard_river_nocode
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Barnbibliotek & Vuxenbibliotek

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Here, the Prince and Princess Foundation has gathered both physical and digital
tips such as facts, tools, apps, and other materials.

This is to increase knowledge about dyslexia and provide a more nuanced picture of it.

Both libraries can be accessed from the menu on the start page, and the children's library can also be accessed within the method game in "Byn" at
, allowing children to access the content in a natural flow.

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Do you have questions
about projects?

Stefania Citraro

Business development and cooperation

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