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Pages:
4 pages/≈1100 words
Sources:
15 Sources
Level:
Harvard
Subject:
Psychology
Type:
Research Paper
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 23.33
Topic:

The Impact of Online Educational Games on Students with Dyslexia (Research Paper Sample)

Instructions:

THIS WAS A RESEARCH PAPER ON EXPLORING THE IMPACT OF ONLINE EDUCATIONAL GAMES ON STUDENTS WITH DYSLEXIA. THE PAPER ANALYSED STUDIES ON TEACHERS’ AND STUDENTS’ VIEWS ON USING ONLINE EDUCATIONAL GAMES TO SUPPORT THE LEARNING OF DYSLEXIC PRIMARY SCHOOL STUDENTS IN SAUDI ARABIA. The study used A qualitative research methodology and a review of secondary literature.

source..
Content:

The Impact of Online Educational Games on Students with Dyslexia:
Teachers’ and Students’ Views
How Does Using Online Educational Games Support the Learning of Dyslexic Primary School Students in Saudi Arabia?
Conceptualization
In present-day society, about 10% of kids experience the ill effects of a neuro-formative issue called dyslexia, which infers challenges in figuring out how to peruse and read. Maths is frequently an issue for learners with dyslexia, with 50-60% of affected individuals experiencing problems with maths (Benton et al. 2014). Learners may exceed expectations in some territories of maths, particularly where thinking aptitudes or perception abilities are required; however, incomprehensibly, they may battle in essential zones, particularly when memorizing (Sara & Medin 2010). Dyslexic students may have trouble with particular themes, for example, division, telling the time, multiplication, and decimals (Cagiltay, Ozcelik & Ozcelik 2015). Games work especially well with dyslexic kids as they give a much-needed change from maths worksheets, which they do for the most part at school (Chinn 2004). Educational sports activities can assist youngsters to practice their maths abilities and fortify points learned. There are a lot of good instructive games on the web which have maths recreations. Unfortunately, a large portion of the games are in English, therefore being unsuitable for Arabic learners such as those from Saudi Arabia. Nonetheless, students with a background in English may find these applications valuable for beginner courses.
The study’s discoveries demonstrate that learners unexpectedly participate in game talks concerning diversion execution, substance, activities, and encounters. While these activities encourage social commitment, they likewise oblige an assortment of new opportunities for learning by initiating coach and learner-sponsored mediations (Holmes et al. 2013). Diversion talks assist to communicate social commitment. Overall, the research concludes that game talk can assist increase the learners’ confidence, helping them realize their potential abilities.
Dyslexic students can use multisensory approaches for practice to improve their challenging areas; for example, through sound-related handling while using their skills in visual presentation and kinaesthetic. Multisensory learning happens when more than one sense is utilized to secure and hold data (van der Leij 2013). Learning is commonly classified into three modes or types, including sound-related, visual, and kinaesthetic. Auditory students secure data best when it is introduced verbally-by tuning in. Visual students acquire information best when it is displayed outwardly by observing, whereas kinaesthetic learners obtain knowledge effectively when it is introduced in a way that can be contacted and experienced hands-on. Altogether, each type of learner succeeds best by being effectively associated with some sort of movement and touch.
Philosophical
A sense of ownership of personalized games for the students can inhibit collaboration among them. Learners will feel entitled to just use given games instead of sharing to increase cohesiveness thus inhibiting non-verbal cognitivism (Henderson &Yeow 2012). Arguably, games impact the reality of the student, enticing some to want the thrill experienced in games to be their reality leading to learners having a sense of boredom with real-life experiences (Holmes 2011). Arguably, computer game players have unquestionably more freedom than book lovers or film watchers. The subject of free will leads to those of ethical morals. Virtue morals are where there is a preference for being great instead of doing great.
Ethical Issues
The researcher-respondent interactions call for having a substantial ethical balance. Being personally involved in different stages of the research is quite a challenge for the researcher, and thus following noteworthy ethical guidelines is authoritative. Concerning impediments, there were the questionnaire's assessments and desires with an inclination to look for “reasonable” answers and mistaken assumptions from the two sides. There was likewise the issue of driving inquiries, that is, of making suppositions about interviewees or “placing words into their mouths” (Iacovides et al. 2015). Leading inquiries are ground-breaking when an interviewee may hide from intriguing components, yet often they may impact the appropriate response. Driving inquiries were not maintained from a strategic distance. In the stream of dialog and because of the interviewer’s direction, the candidate would continue concurring with a questioner’s remarks (Ruttle 2013). Further discussions and meetings comprising records of the candidates' answers may help strengthen the authenticity of the interviews.

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