Abstract
Dyslexia is a learning disorder that disrupts the ability of a person to understand and manipulate language during reading or writing. Children between the ages of 5 and 12 will show signs of the disorder as they begin school, where they will focus heavily on learning. The regular methodology of teaching and evaluation is not always supportive of kids with dyslexia. These kids need the support of the environment and society in order to improve accessibility to challenges and difficulties faced by them. ICT enables valuable support for dyslexia kids through the visual and auditory processes of learning. In this paper, we have proposed RATSEL, an Augmented Reality (AR) enabled game-based evaluation tool for enhancing the existing school examination methodology in order to sustainably support kids with dyslexia. RATSEL: the application holds a lot of subjective games which provide visual and auditory assistance in exercises and reading activities such that they are easier to grasp and understand. The main objective of RATSEL is to provide dyslexic kids with a game-based environment for evaluation using augmented reality technology, which transforms the evaluation processes in a more encouraging and hopeful manner.
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Sorna Shanthi, D., Vijay, P., Sam blesswin, S., Sahithya, S., Sreevarshini, R. (2023). RATSEL: A Game-Based Evaluating Tool for the Dyslexic Using Augmented Reality Gamification. In: Joshi, A., Mahmud, M., Ragel, R.G. (eds) Information and Communication Technology for Competitive Strategies (ICTCS 2021). Lecture Notes in Networks and Systems, vol 400. Springer, Singapore. https://doi.org/10.1007/978-981-19-0095-2_69
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DOI: https://doi.org/10.1007/978-981-19-0095-2_69
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