| Literature DB >> 16734905 |
Anna J Wilson1, Stanislas Dehaene, Philippe Pinel, Susannah K Revkin, Laurent Cohen, David Cohen.
Abstract
BACKGROUND: Adaptive game software has been successful in remediation of dyslexia. Here we describe the cognitive and algorithmic principles underlying the development of similar software for dyscalculia. Our software is based on current understanding of the cerebral representation of number and the hypotheses that dyscalculia is due to a "core deficit" in number sense or in the link between number sense and symbolic number representations.Entities:
Year: 2006 PMID: 16734905 PMCID: PMC1550244 DOI: 10.1186/1744-9081-2-19
Source DB: PubMed Journal: Behav Brain Funct ISSN: 1744-9081 Impact factor: 3.759
Figure 1Screen shots from the "The Number Race" rehabilitation software. a. Sample comparison screen. The child plays the character of the dolphin, and has to choose the larger of two numerosities, before her competitor (the crab) arrives at the key and steals the larger quantity. b. Another sample comparison screen, taken at a higher difficulty level on the "complexity" dimension where addition and subtraction are required to make a correct comparison. The screen shows how operations are concretized by corresponding operations on sets of objects, after one of the characters wins (in this case the competitor). c. Sample board screen. After each comparison, the child uses tokens won to move a corresponding number of squares on the game board, where she must avoid landing on hazards (here depicted by anemones). Once she arrives at the end of the board, she wins a "reward" fish to add to her collection. Winning enough of these rewards unlocks access to the next character.
Conceptual complexity dimension levels
| Level | Format given before choice: | Range restriction? (numbers 1–5 only) | Dot fading present? (duration) | Hazards present? | Addition required? | Subtraction required? | Instructional goal | ||
| Non-symbolic (dot clouds) | Symbolic: Verbal (spoken numbers) | Symbolic: Arabic (digits) | |||||||
| 1 | Yes | No | No | Yes | No | No | No | No | Attention to and processing of small non-symbolic quantities |
| 2 | Yes | No | No | No | No | No | No | No | Attention to and processing of large non-symbolic quantities |
| 3 | Yes | Yes | Yes | Yes | No | No | No | No | Link small non-symbolic quantities to symbolic codes |
| 4 | Yes | Yes | Yes | No | No | No | No | No | Link large non-symbolic quantities to symbolic codes |
| 5 | Yes | Yes | Yes | No | Yes (4 sec) | No | No | No | Increase reliance on symbolic codes |
| 6 | Yes | Yes | Yes | No | Yes (1 sec) | No | No | No | Further increase reliance on symbolic codes |
| 7 | No | Yes | Yes | No | No | No | No | No | Require complete reliance on symbolic codes |
| 8 | No | No | Yes | No | No | No | No | No | Require complete reliance on Arabic code |
| 9 | No | No | Yes | No | No | Yes | No | No | Attention towards exact quantity |
| 10 | No | No | Yes | Yes | No | Yes | Yes | No | Comprehension and fluency of small addition problems |
| 11 | No | No | Yes | No | No | Yes | Yes | No | Comprehension and fluency of larger addition problems |
| 12 | No | No | Yes | Yes | No | Yes | No | Yes | Comprehension and fluency of small subtraction problems |
| 13 | No | No | Yes | No | No | Yes | No | Yes | Comprehension and fluency of larger subtraction problems |
| 14 | No | No | Yes | No | No | Yes | Yes | Yes | Distinguishing between addition and subtraction |
Notes.
"Range restriction" means that the range of quantities presented was from 1–5.
"Dot fading" means that the collections of gold pieces were faded from view in the space of either 1 or 4 seconds, gradually helping to introduce a reliance on symbolic codes.
"Hazards" means that there were new anemone hazards placed on the game board, which children had to try and avoid, encouraging a focus on exact quantity
In addition trials, instead of presenting a simple quantity, an addition problem with a sum of up to 9 was presented on one side of the screen.
In subtraction trials, the problems had operands of 9 or below, and thus a result of 8 or below.
Figure 2Simulations of the adaptive algorithm and measures of learning. a. Knowledge space estimated by the algorithm (top) after 500 simulated trials, shown as five "slices" through the three-dimensional knowledge space cube. Red represents high probability of success, blue high probability of failure, green background = chance level (50%). The estimated knowledge space resembles the actual knowledge surface (bottom) that was used by the simulator module. b. Estimated knowledge volume as a function of the number of trials. Simulated children had a knowledge limit of a rectangular cube of a particular size starting at the origin beyond which they could not progress. It can be seen that the algorithm quickly converges towards the appropriate knowledge volume (approximately the cube root of the imposed limit). c. Here, simulated children had no knowledge limit, but variable learning rates. The program tracked the progressive increase in the knowledge volume. (Knowledge started at 0.5 on each dimension).
Figure 3Performance of the adaptative algorithm in ensuring a defined level of success. Children's average mean success at each trial in the software study (measured as a running average of the last 20 trials for each child, and averaged across all nine participants). This gives an indication of how well the software adapted to children's performance, i.e. how well it stayed at the desired mean success rate of 75%. We can see that for the first half of the remediation, mean success was higher than 75%, but it eventually converged close to this value.
Figure 4Performance of the adaptive algorithm in tracking the knowledge of actual children. a. Estimated knowledge space at the end of training for one subject (same format as figure 2a). This subject attained a high level of achievement in distance and complexity dimensions, but remained limited in the speed dimension. b. Regions of knowledge space where errors were corrected in the course of training. The graph shows the probability density of errors observed throughout the training period which were later corrected (i.e. at the end of training the corresponding region had an estimated probability of success > 0.95). c. Evolution of the knowledge volume for six representative children. All showed evidence of learning (compare figure 2b). d. Here we compare the evolution of knowledge for two children; measured in a narrow rectangular cube along each dimension, which allows a relatively bias free measurement of progress for that dimension in particular. Both children quickly hit an asymptote on the speed dimension, but their performance showed a double dissociation along the distance and complexity dimension. Note: The dotted curves in figures c and d are included for comparison and represent knowledge volume change over time in simulations with a fixed knowledge of 0.4 and 1 (as in figure 2b).