Mualliflar

  • Makhammadjonova Nilufar Muydinjon kizi

Muallif biografiyasi

DOI:

https://doi.org/10.71337/inlibrary.uz.tzatra.90136

Kalit so‘zlar:

Dyslexia game-based learning digital educational games specific learning disabilities literacy development assistive technology vocabulary building.

Annotasiya

This study examines the role of digital game-based learning (DGBL) in supporting the educational development of children with dyslexia. It highlights the positive effects of games designed with clear objectives, interactive environments, and accessible features on children’s motivation, attention, and reading skills. The findings emphasize the importance of teachers’ competence in integrating such tools and suggest that digital games, when thoughtfully designed, can enhance literacy development in children with specific learning disabilities.


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TASK-BASED AND GAME-BASED LEARNING STRATEGIES FOR

LANGUAGE DEVELOPMENT TO DYSLAXIC STUDENTS

Makhammadjonova Nilufar Muydinjon kizi

Student of Chirchik Pedogigical University

mkhmmdjnvnlfr@icloud.com

Abstract:

This study examines the role of digital game-based learning (DGBL)

in supporting the educational development of children with dyslexia. It highlights the

positive effects of games designed with clear objectives, interactive environments, and

accessible features on children’s motivation, attention, and reading skills. The

findings emphasize the importance of teachers’ competence in integrating such tools

and suggest that digital games, when thoughtfully designed, can enhance literacy

development in children with specific learning disabilities.

Keywords:

Dyslexia, game-based learning, digital educational games,

specific learning disabilities, literacy development, assistive technology, vocabulary

building.

Аннотация:

Данное исследование рассматривает роль цифровых

обучающих игр (DGBL) в поддержке образовательного развития детей с

дислексией. Отмечено положительное влияние игр, разработанных с четкими

целями, интерактивной средой и доступными функциями, на мотивацию,

внимание и навыки чтения у детей. Результаты подчеркивают важность

профессиональной подготовки педагогов для интеграции таких технологий и

показывают, что грамотно разработанные цифровые игры способны

значительно способствовать развитию грамотности у детей с особыми

образовательными потребностями.

Ключевые слова:

Дислексия, игровое обучение, цифровые обучающие

игры, специфические нарушения обучения, развитие грамотности,

вспомогательные технологии, расширение словарного запаса.

Anotatsiya:

Ushbu tadqiqot raqamli o‘yin asosidagi ta’lim (DGBL) ning


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disleksiya tashxisi qo‘yilgan bolalarning ta’limiy rivojlanishidagi o‘rnini tahlil qiladi.

Aniq maqsadlar, interaktiv muhit va qulay interfeysga ega bo‘lgan o‘yinlarning

bolalarning motivatsiyasi, diqqat-e’tibori va o‘qish ko‘nikmalariga ijobiy ta’siri qayd

etilgan. Natijalar shuni ko‘rsatadiki, o‘qituvchilarning bunday texnologiyalarni

to‘g‘ri qo‘llash bo‘yicha bilim va ko‘nikmalari muhim bo‘lib, puxta ishlab chiqilgan

raqamli o‘yinlar alohida ta’lim ehtiyojlariga ega bolalarning savodxonlik

ko‘nikmalarini rivojlantirishda samarali vosita bo‘la oladi.

Kalit so‘zlar:

Disleksiya, o‘yin asosidagi ta’lim, raqamli o‘quv o‘yinlari,

maxsus ta’lim ehtiyojlari, savodxonlikni rivojlantirish, yordamchi texnologiyalar,

lug‘at boyligini oshirish.

INTRODUCTION

In recent years, game-based learning has gained increasing attention as an

effective instructional approach, particularly for children with specific learning

disabilities such as dyslexia. Educational games designed with clear objectives,

interactive content, and accessible features have been shown to positively influence

children’s motivation, attention, and overall learning outcomes. This study explores

various digital game-based learning methods, their impact on children with dyslexia,

and the essential elements required for developing effective and inclusive educational

games.

MAIN BODY

Games created following specific instructional principles have demonstrated

positive outcomes in enhancing children’s learning experiences. However, many of

these games primarily focus on introducing letters to children without providing

opportunities to expand their vocabulary by forming new words. Incorporating

features that allow children to construct and learn new words from the letters they

collect could significantly improve their ability to read texts with greater ease.

Additionally, research has emphasized the importance of maintaining a clear and

simple interface in educational applications, avoiding excessive menus and unfamiliar

terms, and using straightforward, easily recognizable texts. Despite these findings,

there remains a limited number of studies dedicated to the development of educational


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games specifically designed for children with special educational needs.

To address this gap, this study recommends creating a two-dimensional digital

educational game tailored for primary school students with dyslexia. It highlights

various types of game-based learning approaches, including physical (kinetic) games,

electronic or digital games, and traditional games. According to research results, all

these game formats positively influence the educational progress of children with

learning difficulties such as dyslexia and attention deficit hyperactivity disorder

(ADHD). Through these interactive methods, teachers have successfully boosted

students’ self-esteem, sustained their attention, and increased their motivation toward

learning activities. However, it has also been noted that to implement these techniques

effectively, educators need appropriate training and skills in developing and adapting

educational games to suit the individual learning needs of children. Otherwise, the

misuse of such methods may present additional challenges for teachers. The study

further reveals that while educational games help children with dyslexia improve their

reading abilities, these improvements do not always translate into other areas of

learning, such as writing and spelling. To enhance the effectiveness of digital game-

based learning (DGBL), five key strategies have been identified: creating an engaging

and interactive gaming environment, enriching game design with immersive details,

including customized tasks and problem-solving activities, allowing learners to

independently explore within the game, and actively collecting player feedback. The

success of these strategies depends on available resources, the subject matter, as well

as the preferences and needs of students. When applied effectively, these methods can

generate valuable insights for future educational game projects.

In the course of the research, specific components were chosen and developed

for a mobile game-based learning system. The learning progress of participants who

tested this system was evaluated, and the results showed that several factors

contributed to the effectiveness of the game: a well-structured storyline, a points and

rewards system, clearly defined tasks and objectives, progressive game stages, instant

in-game feedback, and a system for tracking achievements. Integrating these elements

into the game design led to noticeable improvements in the learning outcomes of


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children with dyslexia. These findings are expected to serve as helpful guidance for

future research and the creation of new educational games. Additionally, during the

study, five specialized digital games were designed for children with various specific

learning disabilities (SpLD), including dyslexia. These games served as

comprehensive instructional tools for addressing different types of learning

challenges. The research also assessed the comfort levels and acceptance of these tools

among both students and educators, while testing adaptive difficulty settings tailored

to learners’ individual abilities. Based on the study’s outcomes, a prototype of a

mobile application was proposed for children with dyslexia, featuring immediate

feedback mechanisms for students, teachers, and technical support staff.

Other scholarly works have recommended effective strategies for educational

game development, including using the Open Dyslexic font, creating simple and user-

friendly layouts, employing short and clear text, and selecting appropriate font sizes

(12 or 14 pt) in dark colors to enhance readability. Games incorporating these

strategies were shown to positively affect the learning process. Moreover,

phonological exercises and attention-enhancing activities were identified as beneficial

for students, experienced teachers, and dyslexia support centers alike. In all the studies

reviewed, participating children had been formally diagnosed with mild dyslexia by

specialists and speech therapists. Furthermore, parents acknowledged that digital

learning tools effectively engaged and motivated their children. Another study tested

a mobile application for dyslexic children, developed based on specific data collected

during the design process. The app successfully minimized distractions and improved

students’ focus and activity levels, confirming the substantial potential of digital

games and mobile applications in supporting children’s education.

CONCLUSION

In conclusion, research demonstrates that educational games offer significant

potential in supporting the literacy development of children with dyslexia. Games

incorporating features such as engaging storylines, reward systems, clear objectives,

and immediate feedback have proven to enhance children’s reading abilities and boost

their self-confidence. Future digital game-based learning projects should consider


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applying proven methods, including appropriate fonts, clear layouts, and phonological

exercises, to create supportive learning environments.

REFERANCES:

1.

Sholdova. (2020, May). Development of educational game for children with

dyslexia. 17th International Conference on Informatics and Information Technologies.

2.

Abtahi, M. S. (2012). Interactive multimedia learning object (IMLO) for

dyslexic children. Procedia - Social and Behavioral Sciences, 47, 1206–1210.

https://doi.org/10.1016/j.sbspro.2012.06.793

3.

Shabbir, N., Bhatti, Z., & Hakro, D. N. (2019). Serious game user interface

design rules for dyslexic children. In MACS 2019 - 13th International Conference on

Mathematics, Actuarial Science, Computer Science and Statistics (Vol. 4).

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James, M. (2020). The impact of game-based learning in a special education

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Bigueras, R. T. (2020). Mobile game-based learning to enhance the reading

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https://doi.org/10.30534/ijatcse/2020/4891.32020

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Yildirim, O., & Surer, E. (2021). Developing adaptive serious games for

children with specific learning difficulties: A two-phase usability and technology

acceptance study. JMIR Serious Games, 9(2), 1–20. https://doi.org/10.2196/24540

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