2018
DOI: 10.1007/978-3-030-05532-5_12
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Design of an Augmented Reality Serious Game for Children with Dyscalculia: A Case Study

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Cited by 17 publications
(13 citation statements)
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“…Regarding cognitive learning effects, more than half of the reviewed studies (67%) reported that AR learning games led to increased learning achievement in terms of content knowledge. The positive effects included enhanced cognitive skills (e.g., improved mathematical reasoning and processing speed [21], enhanced problem-solving skills [23], improved communication skills [24]) and learning gains [25]. All these studies reported a positive significant difference except one.…”
Section: Increased Cognitive Achievementmentioning
confidence: 99%
See 1 more Smart Citation
“…Regarding cognitive learning effects, more than half of the reviewed studies (67%) reported that AR learning games led to increased learning achievement in terms of content knowledge. The positive effects included enhanced cognitive skills (e.g., improved mathematical reasoning and processing speed [21], enhanced problem-solving skills [23], improved communication skills [24]) and learning gains [25]. All these studies reported a positive significant difference except one.…”
Section: Increased Cognitive Achievementmentioning
confidence: 99%
“…These mathematical skills are considered to be the basis for meeting the general demands of daily life and learning other domains of knowledge [19]. The remaining studies involved training systems designed to enhance core life skills, such as daily life management skills [20] and social skills [21].…”
Section: The Common General Characteristics Of Ar Learning Games For ...mentioning
confidence: 99%
“…Many AR applications help students to improve their learning performance, especially in subjects considered challenging or less interesting; for example, ATHYNOS, a serious AR game for children with Dyscalculia, was developed to help them learn mathematics. ATHYNOS was identified to be able to help students with calculation disorders and, based on the evaluation results, the students took less time to understand the subject [10]. Another application was also designed and developed to learn Kanji, considered one of the most challenging writing systems.…”
Section: Learning Tool For Microorganismsmentioning
confidence: 99%
“…Designing for a generation exposed to current technology and addiction, gamification has now become a compulsory element in learning tools [22]. Many learning tools that integrate gaming elements in their content aim to increase enjoyment in learning and measure student comprehension of the subject [10], [11]. Also, some studies emphasised the vital role of games in knowledge acquisition and content understanding [14], [22].…”
Section: B Usability and Effectiveness Evaluationmentioning
confidence: 99%
“…There are also findings in the SpLD literature for dyscalculia. A serious virtual reality game was created to help children with dyscalculia learn math [ 7 ]. Three separate scenarios and game plays were included in the game, each with three different difficulty levels.…”
Section: Introductionmentioning
confidence: 99%