MethodologyPrinciples underlying the design of "The Number Race", an adaptive computer game for remediation of dyscalculia1 INSERM-CEA Unit 562 « Cognitive Neuroimaging », Service Hospitalier Frédéric Joliot, CEA-DRM-DSV, 91401 Orsay, France 2 Collège de France, 11 place Marcelin Berthelot, 75231 Paris Cedex 05, France 3 Service de Neurologie, Hôpital de la Pitié-Salpêtrière, AP-HP, 47 bd de l'Hôpital, 75013, Paris, France 4 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
Behavioral and Brain Functions 2006, 2:19doi:10.1186/1744-9081-2-19
Additional filesExample 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 |





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