Proceedings of The 3rd International Conference on Teaching, Learning and Education
Effectiveness of game based educational material for developing spatial thinking of dyslexic students: A case study in Lower Secondary School
Passadelli Anthoula-Styliani, Klonari Aikaterini, Michalakis Vyron-Ignatios, Vaitis Michail
This study deals with the use of innovative educational material that will improve spatial thinking of dyslexic students through the course of Geography. Many studies suggest that children with dyslexia face spatial deficits. That is why it is imperative the creation of alternative teaching strategies by utilizing their possibilities and taking into account the particularities of all students. In this study, a package of educational material was implemented in 18 students 7th and 36 students 8th grade dyslexic and non-dyslexic students during the period of October-November 2020, in Mytilene (Lesvos island, Greece). This package includes a comic book, a domino game and a comparison of 2D maps and 3D models. The domino game applied for one hour while each the comic book and the comparison of 2D and 3D models applied for two hours. After the intervention, using the educational material that had been developed, students acquired the ability to identify spatial auras, spatial correlations, to perform spatial grouping, spatial hierarchies and to compare 2D maps with the corresponding 3D models. The results indicated that 87% of students had very good scores at the post implementation test. Students cooperated perfectly, and their interest remained undiminished until the end of the activities. Dyslexic students responded just as well as the other students. These results indicate that the game based education materials have effects on fostering lower secondary school students’ (dyslexic and non-dyslexic) spatial thinking, widening their views and also supporting geography education.
Keywords: comic; domino; geography education; spatial abilities; 3d models.