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Dyscalculia PDF
Dyscalculia PDF
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1 Introduction
The educational game improves teaching and learning as well the student motivation in
classes [1]; it has been demonstrated that in educational environments, game platforms
complemented with digital didactic strategies improves the memory of objects and
images, decrease response times and increase the visomotor cognitive abilities [2]; also
improves the intuitive understanding of how numbers work, how to compare and
estimate quantities in a numerical sequence and finally serves as a basis for future
research [3].
Within the scope of the basic sciences in the general curriculum of infantile and
primary education, mathematics is fundamental and continues its study until superior
education; from the decade of the 70’s of the twentieth century a series of new notions
of relation and equivalence between sets were introduced, that evolved towards a
mechanical conception, and that by the end of the century would be established as
“modern mathematics” with a domain of knowledge centered on the interaction
between the teacher and the student, where knowledge is an important manifestation in
the “games” of the school [4]. Knowing the learning styles for mathematics, allows the
teaching process to adapt to the student, and becomes a practice with significant
2.1 Dyscalculia
In the fourth edition of the Diagnostic and Statistical Manual of Mental Disorders
(DSM-IV), dyscalculia is exposed as a disorder of calculation, having as its main
characteristic the limitation of arithmetic capacity (measured by standardized calcula-
tion tests or mathematical reasoning individually), which is below that expected with
respect to individuals of chronological age, IQ and schooling [8]; This disorder sig-
nificantly interferes with academic performance and everyday activities that require
skills with numbers and calculus.
From the biological perspective Developmental Discalculia (DD) starts from the
presupposition that the genetic syndrome is the cause of alterations in the cognitive
profile related to numerical processing; a premise that has been supported by studies of
622 P. Torres-Carrión et al.
6 Conclusions
The non-technological didactic resources most used in the dyscalculia disorder were
the basis for the development of the educational game that helps to treat the charac-
teristics that these children present. Through a real scenario of application of the
educational game, it was verified that this technological resource is an effective tool to
treat children suffering from this disorder.
Children, teachers, parents and the community in general have an educational game
available that will help improve math skills and reduce dyscalculia disorder; this
application has a friendly interface, simple and easy to use, according to the require-
ments of the user. The game will be available on platforms Arcade and Android, and is
free to download.
The XP methodology was a great help for the development of the game. As it is an
agile methodology, and have continuous versions in each iteration, the user has a
resource on which to provide feedback.
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