The objective was to develop a customized software to help children with dyslexia learn better. Dyslexia is a learning disability that makes it difficult for children to learn to read. OSP wanted to address this problem through technology by developing a gamified learning software. The software would make it a fun-filled activity to for the kids to learn reading and grammar. In other words, the solution would need to gamify learning, since doing so would make it interactive and immersive for the kids, thereby keeping them engaged longer.
Visuals and Graphics
Application Based Learning
User Age Restriction
OSP developed an educational software to help children suffering from dyslexia to learn better through visually appealing video games. The objective of the games would be to carry out the activity on each level and in doing so, learn alphabets and their pronunciation. By clicking on the screen and actually playing for crossing levels of the game, children will be able to have an immersive learning experience.
Instead of merely looking at shapes in a book and trying to memorize knowledge theoretically, OSP’s gaming application makes it more interactive by involving the elements of playing a game. Children are naturally attracted to playing video games because they offer an engaging experience. Our application does that with education, and keeps children immersed in learning through gaming.
The game has well-structured hierarchical levels which the children will progress through according to their own aptitude. The levels get increasingly difficult as one progresses through them, which means that the more the child learns, faster he or she will be able to advance through the levels. This makes the game fit to play for children suffering from varying degrees of dyslexia.
This was one of the most important considerations for OSP while building this application. The interface is fit for use by pre-schoolers and is designed in way that children with learning disabilities can navigate. We have carried out thorough testing of the application against multiple scenarios to make sure that the children using them can have a fun-filled learning experience.
In order for the game to involve an element of user-engagement, OSP employed immersive graphics throughout the game to make it attractive for the children who need them. This was a major element of the interface mentioned above. The shapes and sizes of the characters, along with the virtual environment ensure that children are immersed as they learn and play.
Being a learning software targeted at children with dyslexia, the application had to be compatible with devices without too much of hardware requirements. OSP developed this keeping in the mind the ability of parents to provide for children, ensuring that they need not spend money on expensive hardware to run this game.
Improvement in Children’s Enthusiasm
Impactful Education Tool
Better Learning Outcomes
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