LearnEasy-Android Application as a Technological Intervention for Children With Dyslexia

LearnEasy-Android Application as a Technological Intervention for Children With Dyslexia

Ganta Sandeep V. Padmakar (Dr. B. R. Ambedkar National Institute of Technology, India), Arun Khosla (Dr. B. R. Ambedkar National Institute of Technology, India) and Kulbhushan Chand (Dr. B. R. Ambedkar National Institute of Technology, India)
DOI: 10.4018/978-1-5225-7004-2.ch012

Abstract

The recent studies show that the children with learning disabilities numbers have been gradually increased in India. Though the main reason for the cause of this disorder is unknown, the authors strongly believe that this neurological disorder is explained as a genetic disorder passed from elder hierarchy to the next generation. With the available resources, the awareness programs are limited to urban areas only on account of using current technology in diagnosing disorders. In developed countries, it is seen that new technologies taking birth every day for the treatment of these disorders. This includes LCD 3D display, Kinect games, computer games (psychotherapeutic) in therapy sessions, etc. These kinds of games make children more attentive towards the intervention bringing new changes in the day-to-day lives of the children. In this chapter, a new algorithm has been highlighted for the intervention of children with dyslexia by using the Android application as a source to increase the level of perception and sound-symbol association of the respective alphabets used and studied.
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Modern Day Technology

Recent studies have indicated that children with dyslexia have responded dramatically to intervention and supports employed to improve their skills through gaming (Cuschieri, Khaled, Farrugia, Martinez, & Yannakakis, 2014). Their learning ability has shown a marked improvement when gadgets like an iPad and tablets were employed. A range of data is available to support this claim. Digital display boards, electronic tutors and even Power Point presentations have proved to be highly effective aids (Ismail & Jaafar, 2011). The core technical group believes that it can deliver solutions based on gaming, smartphones and Haptic technologies that can go a long way in helping the caregivers, therapists and parents who work with children with dyslexia.

Key Terms in this Chapter

Assistive Technology: It refers to any item, piece of equipment or product system, whether acquired commercially off the shelf, modified, or customized, that is used to increase, maintain, or improve the functional capabilities of children with disabilities.

LearnEasy-Android Application: It is a software application running on the Android platform.

Perception: It is the ability to see, hear, or become aware of something through the senses.

Dyslexia: It is also called as reading disability where the children have trouble with reading and spelling despite having the ability to learn.

Technological Intervention: It refers to the use of latest devices in the intervention of children with disabilities.

Phonics: It is a method for teaching reading and writing of the English language to the children.

LiveScribe SmartPen: It refers to the smartpen, a ballpoint pen with an embedded computer and digital audio recorder. When used with Anoto digital paper, it records what it writes for later uploading to a computer, and synchronizes those notes with any audio it has recorded.

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