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Study aim
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Study the effect of online visual games on balance, visual perception, and oculomotor skills of children with developmental dyslexia during Covid -19 pandemic
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Design
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The interventions will be designed and made by Niloufar Chamani (Master of Sciences student in Occupational Therapy) as computer games and, will be provided to the intervention group online.
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Settings and conduct
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All assessments will be performed at Tehran University of Medical Sciences, Faculty of Rehabilitation, and as much as possible in the same conditions and environment for all participants. Interventions will be provided to the intervention group as web-based online computer games at home and, no intervention will be done in the control group. Blinding will be done only for the people who are in charge of evaluation and these people are not informed about the grouping of participants.
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Participants/Inclusion and exclusion criteria
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Inclusion criteria: developmental dyslexia diagnosis, NEMA scores below average, having normal IQ (equal to or above 85), age between 7 to 11 years (first-grade child should be at least In the second quarter of the academic year), and being fluent in Persian.
Exclusion criteria: any neurological disorders, attention deficit hyperactivity disorder, or sensory visual impairment
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Intervention groups
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This study includes two groups: intervention and control. Online computer games will provide to the intervention group for one month and, the control group will not receive any intervention in this study.
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Main outcome variables
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Creating a product to improve visual skills, may easily be available to these children as an effective treatment, would be applicable as an available method to help treat these children as quickly and easily as possible, The findings of this study can be used for other related studies in the future.