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Design of an Augmented Reality Serious Game for Children with Dyscalculia: A Case Study

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Technology Trends (CITT 2018)

Abstract

Numeracy skills are essential in the modern world. However, many children experience difficulties in learning mathematics. This disorder is known as Dyscalculia, and it has a negative impact on the children affected by it. The students might find difficult to work with numbers, mental calculations and mathematical functions and symbols. From this context, several studies agree using Serious Games as an assistive mechanism in therapies can improve the students’ motivation, motor skills, and mathematical abilities. This article presents the design and a prototype of the Augmented Reality Serious Game named ATHYNOS for children with Dyscalculia. In the case study, forty children aged between 7–9 years with difficulties in learning mathematics from private and public primary schools, completed 4 weeks of computer game training for 15 min per day, twice a week. Results shown that children took significantly advantage from the training regarding basic numeracy, sequential order and mathematical reasoning, this game allows flexible adaptation to children’s learning.

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Correspondence to Diego Fernando Avila-Pesantez .

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Avila-Pesantez, D.F., Vaca-Cardenas, L.A., Delgadillo Avila, R., Padilla Padilla, N., Rivera, L.A. (2019). Design of an Augmented Reality Serious Game for Children with Dyscalculia: A Case Study. In: Botto-Tobar, M., Pizarro, G., Zúñiga-Prieto, M., D’Armas, M., Zúñiga Sánchez, M. (eds) Technology Trends. CITT 2018. Communications in Computer and Information Science, vol 895. Springer, Cham. https://doi.org/10.1007/978-3-030-05532-5_12

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  • DOI: https://doi.org/10.1007/978-3-030-05532-5_12

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