TY - GEN
T1 - Proposal for a Technological Model to Manage Dyslexia in Childhood with “Rodolfo”
AU - Valcarcel-Castillo, Hector
AU - Garay-Santos, Jefferson
AU - Espinoza-Ruiz, Steven
AU - Meza-Morveli, Frayder
AU - Mora-Aybar, Ronal
AU - Ticona-Sanchez, Camila
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 - The research aims to develop a specific device to address dyslexia in childhood, applying the methodology of “Extreme Programming” with a focus on rapid development, prioritization of the human factor, and collaboration with patients, in this case, infants with symptoms of dyslexia. It seeks to mitigate the challenges of this attention deficit disorder, which confuses words or numbers, generating significant problems, such as the fear of being excluded. The proposal includes an innovative technological model focused on early intervention and effective monitoring, which uses a robot specifically designed to help dyslexic children. This robot provides a playful way of learning, improving comprehension, and reducing attention deficit. The approach is implemented through a video game with Arduino technology, where the interaction is intuitive: children read the message on the LCD screen and press the button with the correctly spelled word. At the end of the game, a score is displayed, encouraging the child’s competitive interest in learning and providing an effective and fun tool to tackle dyslexia from an early age.
AB - The research aims to develop a specific device to address dyslexia in childhood, applying the methodology of “Extreme Programming” with a focus on rapid development, prioritization of the human factor, and collaboration with patients, in this case, infants with symptoms of dyslexia. It seeks to mitigate the challenges of this attention deficit disorder, which confuses words or numbers, generating significant problems, such as the fear of being excluded. The proposal includes an innovative technological model focused on early intervention and effective monitoring, which uses a robot specifically designed to help dyslexic children. This robot provides a playful way of learning, improving comprehension, and reducing attention deficit. The approach is implemented through a video game with Arduino technology, where the interaction is intuitive: children read the message on the LCD screen and press the button with the correctly spelled word. At the end of the game, a score is displayed, encouraging the child’s competitive interest in learning and providing an effective and fun tool to tackle dyslexia from an early age.
KW - Arduino
KW - Childhood
KW - Dyslexia
KW - Technology
UR - http://www.scopus.com/inward/record.url?scp=85218496739&partnerID=8YFLogxK
U2 - 10.1007/978-981-97-4780-1_20
DO - 10.1007/978-981-97-4780-1_20
M3 - Conference contribution
AN - SCOPUS:85218496739
SN - 9789819747795
T3 - Lecture Notes in Electrical Engineering
SP - 261
EP - 275
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
T2 - International IoT, Electronics and Mechatronics Conference, IEMTRONICS 2024
Y2 - 3 April 2024 through 5 April 2024
ER -