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Gaming in Dyscalculia: A Review on disMAT

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Book cover Recent Advances in Information Systems and Technologies (WorldCIST 2017)

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Abstract

Dyscalculia is a particular learning disability that affects around 6% of the world population. However, dyscalculics are not brainless; they fight to learn mathematics, notwithstanding nurturing an acceptable education environment at home and school. Indeed, dyscalculic children fall behind early in primary school, and may develop anxiety or a strong dislike of mathematics. When reach adult life are still paid less than ordinary people and have difficulties on handling their ordinary finances. Therefore, this work is about a game; disMAT, which is an app whose purpose entails to appeal children to train their mathematical skills. disMAT involves planning by choosing strategies for change as kids move through the game. Unlike a whole-class mathematics activity, a game may support one’s child’s individual needs. Undeniably, it must be challenging, have rules and structure, include a clear ending point, and focus on specific abilities.

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Notes

  1. 1.

    Acalculia can be included in this stage.

  2. 2.

    An activity is an application component that provides a screen with which users can interact in order to do something.

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Acknowledgments

This work has been supported by COMPETE: POCI-01-0145-FEDER-007043 and FCT – Fundação para a Ciência e Tecnologia within the Project Scope: UID/CEC/00319/2013.

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Correspondence to José Neves .

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Ferraz, F., Costa, A., Alves, V., Vicente, H., Neves, J., Neves, J. (2017). Gaming in Dyscalculia: A Review on disMAT . In: Rocha, Á., Correia, A., Adeli, H., Reis, L., Costanzo, S. (eds) Recent Advances in Information Systems and Technologies. WorldCIST 2017. Advances in Intelligent Systems and Computing, vol 570. Springer, Cham. https://doi.org/10.1007/978-3-319-56538-5_25

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  • DOI: https://doi.org/10.1007/978-3-319-56538-5_25

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