Mohtaram, Saifuddin (2022) Multiple-deficit dyslexia screening mobile game framework. Doctoral thesis, Universiti Teknikal Malaysia Melaka.
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Abstract
Dyslexia is affecting more than ten per cent of the world population which involve difficulties in reading, writing and spelling. It is categorized as learning difficulties and it is estimated that around 314,000 Malaysian school-going children are dyslexic. One of the key issue facing the education system is the need for early and accurate identification of students with dyslexia. However, the current practice in the Malaysian school system is based on the teacher’s observation and initiation before the screening process can be implemented. The issue of ill awareness and untrained teacher is one of the constraints in the screening process. The insufficient number of dyslexic students in the Malaysia schooling system is the proof of its inefficiency and therefore it is a necessity to have a dyslexia screening tool which is simple, accurate and easy to use. The potential impact of early identification of dyslexia in Malaysia is critical with the possibility of a proper remedial program for the dyslexic children and reducing the enrolment into the special need classes. It is a great necessity to develop a simple screening test that could help teachers and parents to diagnose dyslexia symptom in a child based on multiple deficit theories. This study proposes a Multiple-Deficit Dyslexia Screening Mobile Game Framework to overcome this issue by providing a simple screening method using a series of mini-game in the mobile environment which incorporated Multiple-deficit theories of dyslexia and mobile game. The study has been divided into three phases which are (i) Analysis; (ii) Design and Development; and (iii) Implementation and Evaluation. In the analysis phase, all factors and elements related to the dyslexia screening process effectiveness were identified through document review and validated by experts. At the end of these phases, a Multiple deficit framework was proposed. In the design and development phase, the DleksiaGame was designed and developed based on the proposed framework. Besides that, two testing instruments were developed to assess the effectiveness and acceptance of the DleksiaGame which are (i) Game usability testing and the (ii) Serious game acceptance. These testings were conducted separately toward a different group of participants. A pilot study was conducted to ensure that all the instruments are valid and reliable. Finally, pre and post-test with non-equivalent control group design were used in the implementation and evaluation phase to test the screening effectiveness which involves 153 respondents from the Dyslexia Association of Malaysia. All collected data were analysed using SPSS 23.0 software. Findings from the pre and post test indicated that 80 per cent of the dyslexic children were correctly classified and highly motivated to play the DleksiaGame. In conclusion, the proposed MDysS Framework model has shown a positive acceptance among the teacher and the student.
Item Type: | Thesis (Doctoral) |
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Uncontrolled Keywords: | Computer games, Programming, Computer games, Design Computer-assisted instruction, Dyslexic children, Education |
Subjects: | Q Science > Q Science (General) Q Science > QA Mathematics |
Divisions: | Library > Tesis > FTMK |
Depositing User: | F Haslinda Harun |
Date Deposited: | 16 Oct 2023 10:28 |
Last Modified: | 16 Oct 2023 10:28 |
URI: | http://eprints.utem.edu.my/id/eprint/26943 |
Statistic Details: | View Download Statistic |
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