Fanāvarī-i āmūzish (Jul 2017)

Designing an intelligent computer game for prediction of dyslexia based on cognitive science

  • Z. Nevisi,
  • M.E. Shiri,
  • B. Minaei

DOI
https://doi.org/10.22061/jte.2018.2148.1732
Journal volume & issue
Vol. 12, no. 3
pp. 219 – 229

Abstract

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Background and Objectives:The ability to read is one of the abilities effective in quality of life. From among the children with normal intelligence and more, dyslexic students have a significant lack of readability due to their age and their ability to intelligence. In any planning and designing a treatment plan for these people, diagnosis is a necessary first step. Early and timely recognition of this disorder is essential to prevent the negative consequences of impairment. Method and Materials: The tool that is used for data gathering is an intelligent computer game that designed and developed during this study. In this study, we looked for a method for predicting dyslexia that is not read-based, so that treatment with dyslexia can be initiated before they begin to teach. The purpose of this study was to develop an intelligent diagnostic system in the form of a computer game based on artificial intelligent and supervised machine learning to predict dyslexia based on the cognitive differences of dyslexic children with other children. Games can provide a less stressful or a stress-free way for the children so that the child do not even realize that it is being measured. The intelligent diagnostic system was trained with the help of thirty students. Findings: The results of the study on performance of this intelligent system showed that the provided computer game has the ability to predict dyslexia with a probability higher than 97%. Conclusion: In this study, a smart computer game is presented that has the ability to predict dyslexia in children. This system uses to predict a cognitive difference between resuscitated and dyslexic children. The high accuracy of the system in diagnosis shows that dyslexia can be predicted by relying on cognitive differences and this prediction can be done at younger ages and before providing reading instruction to children. In this case, it is possible to prevent the various negative effects of dyslexia on the child, family and society by timely intervention. This method is presented in the form of a computer game, and the advantage of games is that games can provide a way with little or no stress and interesting for the child so that the child does not even realize that he is being tested. The next advantage is the availability of games.

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