EasyLexia: A Mobile Application for Children with Learning Difficulties☆
TLDR
The methodology, environment setup, design choices, implementation, results of the preliminary evaluation and assessment of “EasyLexia”, a mobile application for children with learning difficulties, show the promising prospects mobile learning holds in such contexts.About:
This article is published in Procedia Computer Science.The article was published on 2014-01-01 and is currently open access. It has received 110 citations till now. The article focuses on the topics: Active learning & Learning sciences.read more
Citations
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Mobile Learning for English Language Acquisition: Taxonomy, Challenges, and Recommendations
TL;DR: The results of this paper can assist users, researchers, policymakers, and practitioners in the education sector to allocate the necessary resources and make plans to mitigate the challenges and facilitate the effective use of mobile English language learning in educational practices.
Journal ArticleDOI
Advance Machine Learning Methods for Dyslexia Biomarker Detection: A Review of Implementation Details and Challenges
TL;DR: In this article, a review of state-of-the-art machine learning methods for dyslexia and its biomarkers is presented, where the authors discuss challenges that require proper attentions from the users of deep learning methods in order to attain clinically relevance and acceptable level.
OtherDOI
Mobile-assisted language learning
TL;DR: Mobile-assisted language learning (MALL) is the use of smartphones and other mobile technologies in language learning, especially in situations where portability and situated learning offer specific advantages.
Journal ArticleDOI
Exploring the use of the ICT in supporting dyslexic students’ preferred learning styles : A preliminary evaluation
TL;DR: Results show that the ICT has a valuable role in providing opportunities for learners with dyslexia to participate more fully in education, and an adaptive mobile learning to support and promote learning for dyslexic students.
Journal ArticleDOI
LexiPal: Design, Implementation and Evaluation of Gamification on Learning Application for Dyslexia
TL;DR: A learning model for dyslexic children, termed LexiPal, is designed, using gamification approach as motivational affordances, to improve desired psychological outcomes, namely engagement, enjoyment, and motivation.
References
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TL;DR: This book discusses writing and Evaluating Mixed Methods Research, and the importance of knowing the structure of the writing so that it Relates to the Designs Evaluating a Mixed Methods Study Within Designs.
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TL;DR: This guide to the methods of usability engineering provides cost-effective methods that will help developers improve their user interfaces immediately and shows you how to avoid the four most frequently listed reasons for delay in software projects.
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TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
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Digital Game-Based Learning
TL;DR: Green and Bavelier as discussed by the authors found that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention, but that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
Digital Game-Based Learning
TL;DR: Parents and educators need to hear that video games are not the enemy, but the best opportunity the authors have to engage their kids in real learning.