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:
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