2013
DOI: 10.1016/j.sbspro.2013.06.351
|View full text |Cite
|
Sign up to set email alerts
|

Investigating the Effect of Multi-sensory Games on Decrease of Male Students’ Dyslexia (Based on Goodman Theory) Specified for Elementary School Second Grade in Aligudarz City

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
10
0
2

Year Published

2015
2015
2023
2023

Publication Types

Select...
6
1

Relationship

0
7

Authors

Journals

citations
Cited by 9 publications
(12 citation statements)
references
References 1 publication
0
10
0
2
Order By: Relevance
“…These exercises can be categorized into six types of errors that frequently appear in the analyzed text. Malekian & Askari (2013) have done a survey on the effect of multi-sensory games among male students with dyslexia. The purpose of using multi-sensory games is to assist reading and spelling among children with dyslexia because they are unable to learn letters and words from common instructions at schools and require special instruction to attract their attention.…”
Section: Virtual Learning Environmentsmentioning
confidence: 99%
See 1 more Smart Citation
“…These exercises can be categorized into six types of errors that frequently appear in the analyzed text. Malekian & Askari (2013) have done a survey on the effect of multi-sensory games among male students with dyslexia. The purpose of using multi-sensory games is to assist reading and spelling among children with dyslexia because they are unable to learn letters and words from common instructions at schools and require special instruction to attract their attention.…”
Section: Virtual Learning Environmentsmentioning
confidence: 99%
“…Fifteen out of twenty-five studies (Abdullah et al, 2009;Al-Edaily et al, 2013;Arendal & Brandt, 2005;Chiang & Liu, 2011;Diraa et al, 2009;Hornickel, 2012;Khakhar & Madhvanath, 2010;Malekian & Askari, 2013;Moe & Wright, 2013;Ndombo et al, 2013;Rekha et al, 2013;Rello & Baeza-Yates, 2014;Rello et al, 2012;Schiavo & Buson, 2014;Tzouveli et al, 2008) indicate that the use of assistive technologies to improve reading among learners with dyslexia. It is noticeable that reading can be improved either directly or indirectly.…”
Section: Readingmentioning
confidence: 99%
“…Many studies investigated the significant improvement of student"s motivation, interest, and participation using gamified application as learning tools [15]. While dyslexic children may have issues with motivation [5], the use of gamification approach becomes importance as motivational affordances.…”
Section: Design and Implementation 41 Design Of Learning Modelmentioning
confidence: 99%
“…Some researchers develop gamified learning application for dyslexia [11] [12] [13] [14], but they did not specify which game elements they utilize, nor investigate its effect. Malekian and Askari investigates the effect of multi-sensory games on children with dyslexia, yet they focus on the impact of multisensory approach, not the gamified aspect [15]. Current study by Daniel Gooch et al explore the use of gamification platform in order to foster the motivation of students with dyslexia [5].…”
Section: Introductionmentioning
confidence: 99%
“…Todos estes jogos podem ser aplicados enquanto resposta educativa a crianças com dislexia, no sentido de despertar o seu interesse pela leitura e escrita, exercitar áreas mais fragilizadas e aprofundar conhecimentos que já foram trabalhados de forma mais tradicional, encontrando formas alternativas e pessoais de ultrapassar eventuais barreiras com que se confronte ao longo do seu percurso escolar. No caso das crianças com dislexia, a literatura tem demonstrada que esta estratégia é particularmente válida, já que ao serem confrontadas com formas alternativas, lúdicas e multissensoriais, estão indubi-tavelmente a potenciar a sua memória e as aprendizagens que dela decorram (Macedo, Petty & Norimar, 2000;Moats & Dakin, 2008;Malekian & Askari, 2013).…”
Section: Introductionunclassified