Use of gamification in the learning of children with dyseidetic disexia: A case study


Abstract:

In primary education institutions there is a high degree of children with associated learning difficulties and not disability, among the most common, dyslexia. The objective of this research was to make a proposal for the improvement of the visual and spatial abilities of children between 6 and 9 years old with dyseidetic dyslexia, using gamification. The video game was developed with the SUM methodology in the Game Maker Studio environment. A case study was carried out in an Educational Unit of the city of Ibarra-Ecuador, where an evaluation was applied before and after the use of the videogame, to measure the improvement of the visual and spatial abilities of the subjects. In addition, a non-parametric statistical analysis was performed using the Wilcoxon test where it was obtained that 46.15% and 53.84% of the children evaluated had an improvement in their visual and spatial abilities, respectively.

Año de publicación:

2019

Keywords:

  • Learning Difficulties
  • Sum
  • Gamification
  • dyslexia
  • Video Game

Fuente:

googlegoogle
scopusscopus

Tipo de documento:

Article

Estado:

Acceso restringido

Áreas de conocimiento:

  • Psicología educativa

Áreas temáticas:

  • Otros problemas y servicios sociales
  • Escuelas y sus actividades; educación especial
  • Enfermedades