Desarrollo de un Aplicativo Móvil para el Tratamiento Sistemático de la Dislexia en los Niños de 6 a 10 años en Colombia
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In the world, dyslexia affects approximately 15% of the population, mainly children in their reading develop stage. However, Colombia has not yet become aware of the serious incidence that this represents in aspects such as school dropout. The prevalence of this learning difficulty, accentuated by the anachronism of the Colombian school, results in a problem of urgent intervention, which although Colombia as a state has the necessary infrastructure to carry it out, the lack of disclosure of it (unlike other countries Europeans and Latinos) prevents him from doing so. Based on European approaches to perform attractive and functional language therapies, this work aims to analyze, design, model and develop an interactive and attractive tool to support the treatment of dyslexia, using emerging technologies such as augmented reality and techniques. innovative as gamification is. Thus, using video game engines and based on exhaustive research, in addition to the constant accompaniment of experts in the subject, we proceeded to make adaptations of treatments carried out within specialized therapies to reinforce language deficiencies. Throughout the document, the engineering process that was carried out will be described, from the requirements that led the project to the quality of service evaluation tests that led to the iterations of the project. The difficulties that were encountered throughout the development and how they were circumvented will also be described, thus achieving an application for mobile devices that supports a comprehensive treatment of the symptomatic spectrum of this specific language disorder.