TY - GEN
T1 - Discalcu
T2 - International IoT, Electronics and Mechatronics Conference, IEMTRONICS 2024
AU - Huaytalla-Pariona, Jaime
AU - Bravo-Lazaro, Yessenia
AU - Aguilar-Contreras, Angel
AU - Avila-Agurto, Sandro
AU - Caballero-Salazar, Mattias
AU - Huamanchahua, Deyby
AU - Ballon-Alvarez, Eber J.
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.
PY - 2025
Y1 - 2025
N2 - Dyscalculia, a significant obstacle in the mastery of mathematics that affects the understanding and application of numerical concepts, is the focus of this project. Using Arduino, an interactive calculator designed to address this challenge in mathematical learning is explicitly developed. The project seeks to provide an educational tool for children with dyscalculia, allowing them to enter numbers and operations and receive feedback through an LED display. Inspired by the importance of creativity in education, the project seeks to cultivate imagination in the mathematical learning process, citing Einstein and Ken Robinson as referents of this philosophy. The project aims to address dyscalculia from a perspective that recognizes the importance of action and diversity of skills in mathematical learning. Using Arduino components such as a keyboard, LCD, resistors, and buzzer, a system that validates mathematical operations entered by users is developed. This approach aims to be accessible and adaptable to improve the mathematical skills of those with dyscalculia and other cognitive limitations. The study considers precedents such as Dyscalculia Game, Math Fun, and Game Multicorrida, projects that explore various strategies to address dyscalculia. The project is presented as a valuable and accessible tool for improving mathematical skills. The project is presented as a practical and accessible tool to enhance math skills in children with dyscalculia. By offering an intuitive interface and providing feedback, it seeks to address numerical challenges and cultivate creativity in the learning process. These results suggest that interactive and adaptive strategies may be instrumental in improving the understanding and application of mathematical concepts in individuals with specific cognitive difficulties.
AB - Dyscalculia, a significant obstacle in the mastery of mathematics that affects the understanding and application of numerical concepts, is the focus of this project. Using Arduino, an interactive calculator designed to address this challenge in mathematical learning is explicitly developed. The project seeks to provide an educational tool for children with dyscalculia, allowing them to enter numbers and operations and receive feedback through an LED display. Inspired by the importance of creativity in education, the project seeks to cultivate imagination in the mathematical learning process, citing Einstein and Ken Robinson as referents of this philosophy. The project aims to address dyscalculia from a perspective that recognizes the importance of action and diversity of skills in mathematical learning. Using Arduino components such as a keyboard, LCD, resistors, and buzzer, a system that validates mathematical operations entered by users is developed. This approach aims to be accessible and adaptable to improve the mathematical skills of those with dyscalculia and other cognitive limitations. The study considers precedents such as Dyscalculia Game, Math Fun, and Game Multicorrida, projects that explore various strategies to address dyscalculia. The project is presented as a valuable and accessible tool for improving mathematical skills. The project is presented as a practical and accessible tool to enhance math skills in children with dyscalculia. By offering an intuitive interface and providing feedback, it seeks to address numerical challenges and cultivate creativity in the learning process. These results suggest that interactive and adaptive strategies may be instrumental in improving the understanding and application of mathematical concepts in individuals with specific cognitive difficulties.
KW - Arduino
KW - Children
KW - Dyscalculia
KW - Education
KW - Mathematical device
UR - http://www.scopus.com/inward/record.url?scp=85218488959&partnerID=8YFLogxK
U2 - 10.1007/978-981-97-4780-1_21
DO - 10.1007/978-981-97-4780-1_21
M3 - Conference contribution
AN - SCOPUS:85218488959
SN - 9789819747795
T3 - Lecture Notes in Electrical Engineering
SP - 277
EP - 290
BT - Proceedings of IEMTRONICS 2024 - International IoT, Electronics and Mechatronics Conference
A2 - Bradford, Phillip G.
A2 - Gadsden, S. Andrew
A2 - Koul, Shiban K.
A2 - Ghatak, Kamakhya Prasad
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 3 April 2024 through 5 April 2024
ER -