Enhancing Learning for Dyslexic Children

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    Abstract

    When the Covid-19 pandemic struck, student-teacher interaction was minimised, leading to the need for online-based learning. Technology is becoming increasingly involved in the education sector, and it is important to remember that individuals have varying learning patterns and levels of understanding. Children with dyslexia may struggle with reading, writing, and daily activities due to neurodevelopmental disorders. This paper looks into the difficulties dyslexic children have in a regular classroom setting and examines how game-based learning methods could strategically improve their learning patterns. The incorporation of gamification has become a promising tool among learners to capture their attention. The Dyslexic Adaptive Learning Framework, which has been developed, can be customized to fit each child’s unique learning style.

    Original languageEnglish
    Title of host publicationNavigating the Technological Tide
    Subtitle of host publicationThe Evolution and Challenges of Business Model Innovation - Proceedings of the International Conference on Business and Technology ICBT2024
    EditorsBahaaeddin Alareeni, Allam Hamdan
    PublisherSpringer Science and Business Media Deutschland GmbH
    Pages539-548
    Number of pages10
    ISBN (Print)9783031674334
    DOIs
    Publication statusPublished - 2024
    EventInternational Conference on Business and Technology, ICBT 2024 - Cambridge, United Kingdom
    Duration: 19 Apr 202420 Apr 2024

    Publication series

    NameLecture Notes in Networks and Systems
    Volume1082 LNNS
    ISSN (Print)2367-3370
    ISSN (Electronic)2367-3389

    Conference

    ConferenceInternational Conference on Business and Technology, ICBT 2024
    Country/TerritoryUnited Kingdom
    CityCambridge
    Period19/04/2420/04/24

    Keywords

    • App Based Learning
    • Children
    • Dyslexia
    • Education
    • Gamification
    • Psychological Impact

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