NIKHIL CHANDRAKANT MULE (2377995) NIKHIL CHANDRAKANT MULE

Memory Math

Project Abstract

The objective of this project is to create a customised interactive gamification platform thatwill improve mathematics learning for students who have dyslexia and dementia. Theapplication will be developed using Flutter, which will allow for a cross-platform solutionthat is accessible and captivating. The primary goal is to establish a learning environment thatis inclusive and caters to the specific learning requirements of individuals with learningimpairments and cognitive difficulties. This environment aims to promote both self-assuranceand proficiency in mathematics.Objectives:?�� Develop an Intuitive User Interface: Create a user-friendly interface thataccommodates the specific needs of dyslexic and dementia-affected learners, utilizingvisual aids to enhance comprehension and retention.?�� Incorporate Adaptive Learning Algorithms: Implement algorithms that adjust thedifficulty level and type of math problems based on the user?��s performance, ensuringpersonalised learning experiences.?�� Gamification Elements: Integrate game-like elements such as points, badges, andlevels to motivate and engage users, making learning both fun and rewarding.?�� Accessibility Features: Ensure the platform is accessible, incorporating features liketext-to-speech, high-contrast visuals, and simplified navigation paths.?�� Data Tracking and Feedback: Provide real-time feedback and detailed progresstracking for users and educators to monitor learning outcomes and adjust strategiesaccordingly.

Keywords: Gaming Application in Flutter, Maths Puzzle Game,

 

 Conference Details

 

Session: Presentation Stream 19 at Presentation Slot 2

Location: GH018 at Wednesday 8th 09:00 – 12:30

Markers: Betsy Dayana Marcela Chaparro Rico, Jens Blanck

Course: MSc Advanced Computer Science, Masters PG

Future Plans: I’m looking for work