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

  • Diego Fernando Avila-PesantezEmail author
  • Leticia Azucena Vaca-Cardenas
  • Rosa Delgadillo Avila
  • Nelly Padilla Padilla
  • Luis A. Rivera
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 895)

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.

Keywords

Serious games design ATHYNOS Dyscalculia Augmented Reality Serious Game 

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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.National University of San MarcosLimaPeru
  2. 2.Polytechnic University of ChimborazoRiobambaEcuador
  3. 3.State University of North FluminenseRio de JaneiroBrazil

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