The aim of the study is to design an effective instruction build on the Dick and Carey Model and game-based learning that enables an undiagnosed language learner of dyslexia, facing problems in vocabulary acquisition to acquire a pre-defined number of vocabularies in a given time. The method of the curriculum development study is based on a case study in a real-life context with quantitative and qualitative evidence that relies on multiple data collection tools such as checklist, interviews, questionnaire and report cards of the learner. The results of the study demonstrated that the capability of the dyslexic learner can be increased to acquire 55 vocabularies in a week, the same number expected from their peers. The performance increase of the learner can be attributed to a new method of learning English vocabulary through game-based learning supported with spaced repetition. Keywords: Instructional design, learning disability, dyslexic learners, game-based learning.
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form. Key findings of the study were: 1—Each medical student increased their identification skills and retention was possible. 2—The most incorrectly identified heart sound was the most correctly identified heart sound after using the tool. 3—Medical students sided with the tool for it is flexible, quicker method of learning and getting feedback, can be used anytime, anywhere without interruption of daily life. 4—Since students felt skillful and epic, in real-World tackling problems, on the mission; saving lives, and competitive, they repeated the content otherwise they would not. 5—The tool created a hype and motivation for further learning. 6—Tool was effective on the users with possible restricted acoustic capability which could imply findings might also be used for improving listening skills and musical ear. Keywords: Stethoscope skills, heart auscultation training, mobile learning, game-based learning, retention.
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