诵读困难Aba:一个游戏,以帮助儿童阅读困难

Francisco Adelton, Alves Ribeiro, Álvaro Itauna, Schalcher Pereira, Rainan Carneiro de Araújo, P. Lucas, Souza Carneiro
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引用次数: 0

摘要

这篇文章提出了一个游戏,以帮助教育和心理学领域的专业人士使用应用行为分析方法在教学识字的儿童有阅读障碍。这款游戏针对的是有阅读障碍的儿童,旨在提高学习和阅读和写作的成就,旨在挑战用户根据所显示的图片,将字母倒置,相似或朝下的字母组合成杂乱的单词,例如单词“car”,对于有阅读障碍的儿童来说,将显示“artrph”。加上一些颠倒或旋转的“r”,单词的大小随着用户级别的变化而增加,游戏使用“拖放”风格,即用户从打乱的框架中拖出字母并将其放置在适当的位置以形成单词。该方法不采用“游戏结束”的消极刺激,同时使用声音和视觉效果并获得积分的积极刺激。该应用程序具有易于使用的功能逻辑结构,将房屋的不同环境背景化,具有个性化设计,标准化,动画和丰富多彩的对象,将游戏,教育,教学和积极的刺激结合在阅读障碍患者的识字过程中。
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Dyslexic Aba: a game to help children with dyslexia
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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来源期刊
自引率
50.00%
发文量
12
审稿时长
8 weeks
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