Log on / register
BioMed Central home | Journals A-Z | Feedback | Support | My details
Open AccessMethodology

Principles underlying the design of "The Number Race", an adaptive computer game for remediation of dyscalculia

Anna J Wilson1 email, Stanislas Dehaene1,2 email, Philippe Pinel1 email, Susannah K Revkin1 email, Laurent Cohen1,3 email and David Cohen4 email

INSERM-CEA Unit 562 « Cognitive Neuroimaging », Service Hospitalier Frédéric Joliot, CEA-DRM-DSV, 91401 Orsay, France

Collège de France, 11 place Marcelin Berthelot, 75231 Paris Cedex 05, France

Service de Neurologie, Hôpital de la Pitié-Salpêtrière, AP-HP, 47 bd de l'Hôpital, 75013, Paris, France

Department of Child and Adolescent Psychiatry, Université Pierre et Marie Curie, Laboratoire CNRS "Du comportement et de la cognition", Hôpital Pitié-Salpêtrière, AP-HP, 47 bd de l'Hôpital, 75013, Paris, France

author email corresponding author email

Behavioral and Brain Functions 2006, 2:19doi:10.1186/1744-9081-2-19

Published: 30 May 2006

Additional files


Additional File 1:

Example knowledge space movie. This movie file, output from our Matlab analysis program, shows the progress in knowledge space over time of one child using the software, shown as ten "slices" through the three-dimensional knowledge space cube. The x axis is speed, the y axis distance, and the z axis complexity. Red represents high probability of success, blue high probability of failure, green background = chance level (50%). As the child makes errors, patches of blue appear. We can see particular areas of difficulty which are consistently blue (e.g. for this child the speed dimension and higher levels of the complexity dimension), however we see that over time many of these become red as the child makes progress.

Format: AVI Size: 3.2MB Download file

Playing the movie within this page requires QuickTime 3 or later and JavaScript. Read more


© 1999-2010 BioMed Central Ltd unless otherwise stated. Part of Springer Science+Business Media.