THIS MOBILE GAME APPLICATION 51. TUBITAK HIGH SCHOOL STUDENTS RESEARCH PROJECT IS DEVELOPED FOR SOFTWARE CATEGORY.
An android-based mobile game application developed to support the teaching of individuals between 3-6 years of age diagnosed or at risk of dyslexia through multiple sensory and mobile learning methods and to determine the state of dyslexia.
Mobile game application; Considering the problem analysis, student characteristics, learning and the purpose of the game, it is planned according to 3 cognitive levels as “Low Level 3-4 Age Children”, “Middle Level 4-5 Age” and “High Level 5-6 Age”. Each cognitive level consists of 3 sub-game activities. There are a total of 9 sub-game activities in the application, and each sub-game activity consists of 10 consecutive visual questions in a hierarchical manner. For the purpose of the project, Android, the most common mobile operating system, was used for the mobile game application. The Android application was designed and coded with the App Inventor 2 platform, which the Massachusetts Institute of Technology (MIT) collaborates with Google.
In the education world, where the concepts and effectiveness of e-learning and m-learning (mobile learning) has gained importance in recent years, it has been seen that there is a need to develop educational materials that appeal to different sensory organs and include multiple sensory learning environments. In this context, the project has been diagnosed with dyslexia with learning difficulties and a mobile supported e-learning tool has been developed, which facilitates the learning of individuals at risk, and includes visual and auditory elements.
An android-based mobile game application developed to support the teaching of individuals between 3-6 years of age diagnosed or at risk of dyslexia through multiple sensory and mobile learning methods and to determine the state of dyslexia.
Mobile game application; Considering the problem analysis, student characteristics, learning and the purpose of the game, it is planned according to 3 cognitive levels as “Low Level 3-4 Age Children”, “Middle Level 4-5 Age” and “High Level 5-6 Age”. Each cognitive level consists of 3 sub-game activities. There are a total of 9 sub-game activities in the application, and each sub-game activity consists of 10 consecutive visual questions in a hierarchical manner. For the purpose of the project, Android, the most common mobile operating system, was used for the mobile game application. The Android application was designed and coded with the App Inventor 2 platform, which the Massachusetts Institute of Technology (MIT) collaborates with Google.
In the education world, where the concepts and effectiveness of e-learning and m-learning (mobile learning) has gained importance in recent years, it has been seen that there is a need to develop educational materials that appeal to different sensory organs and include multiple sensory learning environments. In this context, the project has been diagnosed with dyslexia with learning difficulties and a mobile supported e-learning tool has been developed, which facilitates the learning of individuals at risk, and includes visual and auditory elements.
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