DIGITAL LIBRARY
IMPLEMENTATION OF A PLATFORM LUDIC FOR DYSGRAPHIA
1 AMITEA (MEXICO)
2 Instituto Tecnológico de Iztapalapa (MEXICO)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 789-795
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.0243
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
The objective of this research was to implement a play platform for dysgraphia learning disorder in elementary school students. The purpose of the research is to have alternative solutions for support and promote the self-sufficiency of students with learning difficulties, with the timely detection of the specific difficulty the student has in the educational system. The platform is a current, modern and practical alternative - not only for the student with the learning problem, but also to benefit the teachers and parents who are interested in overcoming together the difficulties caused by the disorder that provokes dysgraphia. It will be a meaningful and functional learning experience for both.

The research was focused on the development of cognitive abilities, making use of the Ludic Method and in this way stimulating the following cognitive abilities: visual perception, spatial perception and concentration. This method is innovative in daily activities, helping to modify the concept of learning in a different way - especially through enjoyable activities that are applied in pedagogical projects. In the implementation of the platform, the students learned theoretical aspects in a fun way, setting up the learning, enjoying the game and achieving satisfaction in what was learned.

Using these methods tailored to the student's preferences was found to result in increased student attention, better interest in voluntary participation and the set-up of their own study habits, as they realized that they were learning while playing. The Ludic Method fostered the development of cognitive abilities in students, producing dynamic, capable students who are able to generate results and solve problems.

The platform was made with Angular 7.0, with the administration of NoSQL database with Cloud Firebase. This platform consists of a game of alphabet soup, with the categories: Countries, Animals, Geography and Numbers. The categories are designed with three levels: basic, intermediate and advanced. The teacher can administer the words of each category and the number of levels they can have for example: frog, horse, Mexico, Spain, among others. Using the letter soup, they have a way to train the visual identification of the characters, while the student enjoys seeing the information.
Keywords:
Dysgraphia, cognitive abilities, cloud computing, angular, NoSQL, Cloud Firebase, serious games.