Título: Use of gamification in the learning of children with dyseidetic disexia: A case study

Autor(es): GARCIA SANTILLAN IVAN DANILO, GUEVARA VEGA CATHY PAMELA, GUEVARA VEGA VICENTE ALEXANDER, POZO BARAHONA SELENA VANESSA, QUIÑA MERA JOSE ANTONIO, JAVIER MONTALUISA YUGLA

Fecha de publicación: 01-aug-2019

Resumen: In primary education institutions there is a high degree of children with associated learning difficulties and not disability, among the most common, dyslexia. The objective of this research was to make a proposal for the improvement of the visual and spatial abilities of children between 6 and 9 years old with dyseidetic dyslexia, using gamification. The video game was developed with the SUM methodology in the Game Maker Studio environment. A case study was carried out in an Educational Unit of the city of Ibarra-Ecuador, where an evaluation was applied before and after the use of the videogame, to measure the improvement of the visual and spatial abilities of the subjects. In addition, a non-parametric statistical analysis was performed using the Wilcoxon test where it was obtained that 46.15% and 53.84% of the children evaluated had an improvement in their visual and spatial abilities, respectively

Palabras clave: Learning difficulties; dyslexia; SUM; video game; gamification

ISSN: 1646-9895

Tipo publicación: Artículo

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