Abstract

This article presents a game to help professionals in the field of Education and Psychology using the Applied Behavior Analysis methodology in teaching literacy to children with dyslexia. The game is aimed at dyslexic children, aiming to improve learning and the achievement of reading and writing, aiming to challenge the user to form scrambled words with inverted, similar or facing down letters according to a picture shown, such as the word "car”, which for the dyslexic will show “artrph”. together with some inverted or rotated "r", the word size increases as the user changes levels, the game uses a "drag and drop" style, in which the user drags the letter from the shuffled frame and places it in the proper position to form the word. The methodology does not adopt negative stimuli "Game Over" and in parallel works with positive stimuli using sound and visual effects and obtaining points. The application has a functional logical structure that is easy to use, contextualizing different environments of a house, with personalized design, standardized, animated and colorful objects, uniting gameplay, education, teaching and positive stimuli in the literacy process of dyslexic people.

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