Please use this identifier to cite or link to this item: https://rda.sliit.lk/handle/123456789/1600
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dc.contributor.authorKariyawasam, R.-
dc.contributor.authorNadeeshani, M.-
dc.contributor.authorHamid, T.-
dc.contributor.authorSubasinghe, I.-
dc.contributor.authorRatnayake, P.-
dc.date.accessioned2022-03-14T06:37:04Z-
dc.date.available2022-03-14T06:37:04Z-
dc.date.issued2019-12-05-
dc.identifier.isbn978-1-7281-4170-1/19-
dc.identifier.urihttp://rda.sliit.lk/handle/123456789/1600-
dc.descriptionDate of Conference: 5-7 Dec. 2019 Date Added to IEEE Xplore: 29 May 2020en_US
dc.description.abstractThis paper aims to diagnose children with specific learning disabilities and provide treatments via a mobile game. Learning disabilities are neurological disorders that affect the brain. Children with learning disabilities have trouble with learning compared to their fellow peers and quite often fall back academically since a majority of them go undiagnosed. The specific learning disabilities for which this paper provides screening are dyslexia a reading disability, dyscalculia a mathematical disability, letter dysgraphia and numeric dysgraphia are both writing disabilities. Deep learning and machine learning techniques are used in the screening process of these specific learning disabilities. Trained convolutional neural networks are used to detect the spoken letter/word, detect the written letter/word and detect the written number on the mobile application. Outputs from the convolutional neural network are fed into the models used for screening learning disabilities. The machine learning algorithms used in building the models include k-nearest neighbors, random forest and support vector machine. Screening results from the models built in this research provided an accuracy of 89%, 90%, 92%, 92% for dyslexia, letter dysgraphia, dyscalculia and numeric dysgraphia respectively. This is the first game based screening and intervention tool for dyslexia, letter dysgraphia, dyscalculia and numeric dysgraphia.en_US
dc.language.isoenen_US
dc.publisher2019 International Conference on Advancements in Computing (ICAC) -SLIITen_US
dc.subjectLearning disabilitiesen_US
dc.subjectDyslexiaen_US
dc.subjectDysgraphiaen_US
dc.subjectDyscalculiaen_US
dc.subjectNeural networken_US
dc.subjectMachine Learningen_US
dc.subjectMobile applicationen_US
dc.titleA Gamified Approach for Screening and Intervention of Dyslexia, Dysgraphia and Dyscalculiaen_US
dc.typeArticleen_US
dc.identifier.doi10.1109/ICAC49085.2019.9103336en_US
Appears in Collections:1st International Conference on Advancements in Computing (ICAC) | 2019
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