Improving the readability of dyslexic learners with mobile game-based sight-word training

Sajjad Ansari, Hirak Banerjee, Rajlakshmi Guha, J. Mukhopadhyay
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引用次数: 1

Abstract

Specific learning disabilities are a major obstacle in early learning processes and are a growing issue in India. Children with specific learning disabilities lack in necessary skills of reading and writing and require a personalized intervention by a clinical expert. However, the low expert-to-populace proportion is a noteworthy obstacle in effectively treating the disorder in the fully human-guided therapeutic set-up. The emerging use of Android handsets and effective e-learning technologies in the modern era provides ways to reduce the physical distance between the clinician and the child. This paper proposes one of the many solutions to help children with dyslexia in their early learning. This paper proposes an Android game-based intervention program to teach reading at the word level. The main objective of this work is to lessen the dependency of experts by providing a unified platform to assist both experts and children. The games are designed based on the sight words training a widely used and accepted intervention strategy. This work shows the developed prototype of the proposed approach, and the reviews from subject matter experts on the prototype through the Mobile Application Rating Scale.
以手机游戏为基础的视词训练提高阅读困难学习者的可读性
特殊学习障碍是早期学习过程中的一个主要障碍,在印度是一个日益严重的问题。有特殊学习障碍的儿童缺乏必要的阅读和写作技能,需要临床专家的个性化干预。然而,低专家对民众的比例是一个值得注意的障碍,有效地治疗疾病在完全人为指导的治疗设置。在现代,Android手机的使用和有效的电子学习技术为减少临床医生和孩子之间的物理距离提供了方法。本文提出了许多解决方案之一,以帮助儿童阅读障碍在他们的早期学习。本文提出了一种基于Android游戏的单词级阅读教学干预程序。这项工作的主要目标是通过提供一个统一的平台来帮助专家和儿童,从而减少对专家的依赖。游戏是基于视觉词训练设计的,视觉词训练是一种被广泛使用和接受的干预策略。这项工作展示了所提议方法的开发原型,以及主题专家通过移动应用程序评级量表对原型的评论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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