Please use this identifier to cite or link to this item: https://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4811
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dc.contributor.authorAbeyweera, W.R.N.S.-
dc.contributor.authorRupasinghe, J.G.S.-
dc.date.accessioned2025-06-12T07:48:56Z-
dc.date.available2025-06-12T07:48:56Z-
dc.date.issued2020-02-
dc.identifier.urihttps://dl.ucsc.cmb.ac.lk/jspui/handle/123456789/4811-
dc.description.abstractAbstract Dyslexia is a neurobiological based learning disorder which involves difficulties in reading, writing and spelling. Though there is no medical treatment for the brain abnormality, early recognition and appropriate interventions helps children to outgrow dyslexia. In order to address dyslexia learning difficulties, several computer-based learning models have been introduced. But for Sinhala speaking dyslexic students instead of such models, only Individualised Education Programmes (IEP) are being conducted currently. This thesis presents the observations made by evaluating young dyslexic students using an alphabet learning mobile game. The methodology consists of an experimental group which was exposed to several sessions of game playing along with their usual treatments and a control group which was only exposed to the usual treatment procedure and evaluating the effectiveness of the mobile game in dyslexia intervention.en_US
dc.language.isoenen_US
dc.titleA Mobile-Based Alphabet Learning Game To Intervene Dyslexia Among Childrenen_US
dc.typeThesisen_US
Appears in Collections:2019

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