Abstract
Dyslexia or Reading disorder is one of the most common learning disabilities which has a significant impact on the whole life of people who have dyslexia, for instance on the student’s educational outcomes and grades.
Therapeutic intervention Specific Learning Disorders (SLD) usually takes more time alongside day-to-day educational activities at school. Many of these people, because of the difficulty and coercion they spend on extra time to carry out the types of activities that are usually involved, as well as the high costs these interventions impose on their families, makes them less likely to be motivated and have a low level of confidence. If a reading disorder can be practiced correctly, it can be resolved. So using gamification could potentially increase the motivation of the dyslexic students.
The purpose of the project is using gamification on gamified interventions for the reading disorder for children ages 6 to 8 in the mobile platform. In this way, applying gamification techniques would increase motivation, participation, and desire of the individual to continue the process of cognitive rehabilitation.
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Behnamghader, M., Khaleghi, A., Izadpanah, P., Rahmani, F. (2021). Using Gamification Based on Mobile Platform in Therapeutic Interventions for Children with Dyslexia. In: Auer, M.E., Tsiatsos, T. (eds) Internet of Things, Infrastructures and Mobile Applications. IMCL 2019. Advances in Intelligent Systems and Computing, vol 1192. Springer, Cham. https://doi.org/10.1007/978-3-030-49932-7_76
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