Abstract | ||
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Dyscalculia is a particular learning disability that affects around 6% of the world population. However, dyscalculics are not brainless; they fight to learn mathematics, notwithstanding nurturing an acceptable education environment at home and school. Indeed, dyscalculic children fall behind early in primary school, and may develop anxiety or a strong dislike of mathematics. When reach adult life are still paid less than ordinary people and have difficulties on handling their ordinary finances. Therefore, this work is about a game; disMAT, which is an app whose purpose entails to appeal children to train their mathematical skills. disMAT involves planning by choosing strategies for change as kids move through the game. Unlike a whole-class mathematics activity, a game may support one's child's individual needs. Undeniably, it must be challenging, have rules and structure, include a clear ending point, and focus on specific abilities. |
Year | DOI | Venue |
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2017 | 10.1007/978-3-319-56538-5_25 | RECENT ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 2 |
Keywords | Field | DocType |
Dyscalculia,Gaming therapeutics,Learning disability | Dyscalculia,Appeal,Anxiety,Mathematics education,Learning disability,World population,Multimedia | Conference |
Volume | ISSN | Citations |
570 | 2194-5357 | 1 |
PageRank | References | Authors |
0.38 | 2 | 6 |
Name | Order | Citations | PageRank |
---|---|---|---|
Filipa Ferraz | 1 | 4 | 3.53 |
António Costa | 2 | 63 | 13.06 |
Victor Alves | 3 | 233 | 23.65 |
Henrique Vicente | 4 | 24 | 16.93 |
João Neves | 5 | 1 | 1.06 |
João Carvalho das Neves | 6 | 41 | 6.48 |