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Supporting adolescents with dyslexia

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CLINT is a cognitive stimulation program on tablets and smartphones for adolescents and young adults. It can be used by all adolescents who wish to improve their cognitive functions, even in the presence of comprehension disorders.

When it comes to adolescents, all aspects of their development must be taken into account.

That is why CLINT offers games that target different cognitive functions. It is thus possible to choose the games best suited to each individual's abilities and needs.

Each game targets different cognitive functions.

 

Type of work

We have developed a technical sheet for each game.

The sheets are customized based on the type of work desired: for transversal work or for specific work. For example, we have sheets on autism, Down syndrome, or DYS disorders.

You will find the usefulness of each game, on a scale from 0 to 3, for each cognitive function.

The technical sheets are accessible from our tracking platform: www.stimart.com.

Intruder Hunt

Intruder Hunt

In this game, the person must find the intruder among the four proposed words.

With "Intruder Hunt," the adolescent works on word identification, as they must read the proposed words, recognize them, and assign meaning to them.

Furthermore, they work on semantic classification, as they must identify the category to which each word belongs.

Syllabus

Syllabus

In this game, the person must form words from the present syllables.

With "Syllabus," the adolescent works on phonemic synthesis and thus the ability to assemble several syllables to reconstruct a word. The adolescent must recognize the syllables, combine them in the correct order, and find the correct word. Spelling skills are also stimulated.

At the easy level, we can see the words to be reconstructed, so we can also do the reverse work: from the word, the teenager must divide it into syllables and then look for the correct syllables among those proposed.

The Musical Ear

The Musical Ear

In this game, the teenager must listen to a sound, an animal, or an instrument and identify it by choosing from four options.

This game trains attention and auditory discrimination.

Additionally, the teenager must associate the sound with the appropriate object/animal/instrument and search for the word in their vocabulary.

Brainstorming

Brainstorming

In this game, the teenager must reconstruct a proverb from the words present.

With "Brainstorming", we work on word identification and syntax, as the teenager must place the words in a coherent order (subject, verb, complement).

At the difficult level, the sentences are more complex, and we also work on sentence construction.

Grandma Cooks

Grandma Cooks

In this game, the teenager must read a recipe or a list of ingredients and memorize it.

With "Grandma Cooks", you work on semantic memory and vocabulary.

Additionally, in the "recipe" mode, the teenager must remember the sequence of the recipe: sentence construction and elocution can thus be stimulated.

Puzzle Plus

Puzzle Plus

In this game, the teenager must reconstruct a puzzle by moving the different pieces of the image.

With "Puzzle Plus", visuo-spatial skills are trained to recognize the different parts of the image and find the right position.

Additionally, the child must organize the movements to be made, think about which piece to move first, and find strategies (starting from the edge or the central image...).

The Walker

The Walker

In this game, the teenager must place the pieces on a grid to create a path that leads Clint to the goal.

With "The Walker", you work on organization and sequencing to find the correct order of the pieces.

The teenager must also call upon their spatial organization skills to place the pieces in the right spot and create a mental image of the path to be built.

 

Additionally, with the option to request hints (one piece will be placed in the right spot), the teenager will have to adapt to the placed piece.

Congested Parking

Congested Parking

In this game, the teenager must move the cars on the screen to get the yellow car out of the parking lot.

This game allows for the creation of mental images to imagine the movements to be made.

Sequentiality will also be stimulated, as the movements must be performed in the correct order to reach the solution.

By asking to see the solution, the teenager can memorize the sequence, and the memory of the sequence will be worked on.

Calculus

Calculus

In this game, the teenager must solve mathematical operations.

With "Calculus", mental calculation is practiced.

At the difficult level, there are also divisions and multiplications to improve knowledge of multiplication tables.

In free response mode, there are no hints to choose from, making mental calculation more difficult.

Infernal Sequences

Infernal Sequences

In this game, the teenager must look at a series of numbers and say when a sequence of 3 consecutive numbers appears, knowing that it can be an ascending or descending sequence.

In this game, the teenager works on number recognition and the ability to find a sequence without starting from 0.

For example, when the number 23 appears, the teenager must remember it, wait for the next number, check if it is consecutive to 23, and do the same with the next number. Working memory is thus stimulated.

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Our cognitive and cultural games program CLINT is used by adolescents with DYS disorders and we are proud to support all DYS disorders: dyslexia, dyspraxia, dysphasia, dyscalculia, ... In this guide, you will discover which games to use based on the cognitive needs of each child.

Our cognitive games program CLINT is designed in collaboration with health professionals: speech therapists, neuropsychologists, and psychomotor therapists.

We are supported internally by Sara BONOTTI, our psychomotor therapist.

Furthermore, all our games on CLINT comply with accessibility standards, including audio instructions, to facilitate understanding and independent play for adolescents.

Additionally, we have developed the following points:

  • Visual ergonomics: the interface must be simple and intuitive
  • Colors and contrasts: all game elements are highly contrasted.
  • 3 levels of difficulty: to adapt the level to the adolescent's needs

Here are the different tools available to best support an adolescent with specific language disorders:

 

Technical sheets

Here are our games adapted for DYSLEXIA and DYSORTHOGRAPHIA

 

Dyslexia is a disorder that affects reading ability, meaning difficulty in recognizing and reproducing written language. It is possible to have slower reading and difficulty understanding the text read.

Dysorthographia is a difficulty related to writing. The adolescent may make spelling mistakes. A slowdown in writing can also be observed.

Many games from the Clint program are adapted for dyslexic teenagers.

 

Here are our games adapted for dysphasia

 

Dysphasia is a specific developmental disorder of speech and language that involves difficulties in the normal acquisition of receptive and/or expressive language. The teenager may have trouble finding the right words or making complex sentences. The word order in the sentence may also be confusing, which affects comprehension.

Many games from the Clint program are adapted for dysphasic teenagers.

 

Here are our games adapted for dyspraxia

 

Dyspraxia in teenagers is a difficulty in performing certain voluntary gestures and actions. It affects, for example, the ability to position oneself in space and/or the coordination of movements. There may be difficulties in organizing materials or the available space on the sheet. All technical subjects that require precision in gestures or spatial organization become difficult.

Many games from the Clint program are adapted for dyspraxic teenagers.

 

Here are our games adapted for DYScalculia

 

Dyscalculia is a learning disorder in mathematics. The teenager may have difficulties performing mental calculations or solving mathematical problems. The teenager is unable to manipulate information related to numbers. Memorizing multiplication tables can also prove to be very difficult.

Many games from the Joe program are suitable for teenagers with dyscalculia.

 

Assessing Student Progress and Results

 

The progress of teenagers can be tracked in two ways:

the teenager can track their own progress independently
The teacher has access to a progress tracking platform for their student and has resources, technical sheets, and automatic analyses that allow them to know which games are recommended according to the cognitive functions to be stimulated, then analyze the scores of each game and focus on the weakest cognitive functions that need to be stimulated.
With the Joe program, the student can create their own profile and enjoy the thirty games available in the app.
When the student uses the app with their profile, they can see their progress in the app with:

  • their favorite games
  • The chosen difficulty levels
  • The scores obtained
  • The duration of the game

This screen contains the general statistics of each student using the app:

The Benefits of Cognitive Games for Teenagers

Cognitive games offer many benefits to teenagers, especially those facing learning difficulties. Here are some key benefits:

  • Improved concentration: Games stimulate attention and help teenagers focus on specific tasks.
  • Development of social skills: Playing in groups promotes interaction and learning of social rules.
  • Memory enhancement: Memory games help improve information retention and recall ability.
  • Stimulation of creativity: Games that require creative thinking encourage teenagers to think outside the box.
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How to Integrate Cognitive Games into Daily Routine

To maximize the benefits of cognitive games, it is essential to integrate them strategically into teenagers' daily routines. Here are some practical tips:

  • Create regular playtime: Set specific times during the week to play cognitive games, for example, after school or on weekends.
  • Vary the types of games: Alternate between different types of games to stimulate various cognitive skills and maintain interest.
  • Involve the family: Encourage family members to participate in the games to strengthen bonds and create a collaborative learning environment.
  • Track progress: Use tracking tools to observe improvements and adjust games according to the teenager's needs.

Cognitive Games and Stress Management in Teenagers

Teenagers face many stresses, whether academic or personal. Cognitive games can play a crucial role in stress management. Here’s how:

  • Active relaxation: Games can serve as a relaxing activity, allowing teenagers to unwind after a stressful day.
  • Mood improvement: Playing fun games can release endorphins, thereby improving overall mood.
  • Development of resilience: Games that involve challenges help teenagers learn to cope with failure and develop resilience.
  • Mindfulness techniques: Some games incorporate elements of mindfulness, helping teenagers focus on the present moment and reduce anxiety.

Cognitive Games as a Complementary Educational Tool

Cognitive games are not just entertainment tools, but also powerful educational resources. They can complement school learning in several ways:

  • Reinforcement of academic skills: Games can target specific skills such as mathematics, reading, and logic.
  • Learning through play: Teenagers often retain information better when it is presented in a playful manner.
  • Adaptability to different learning styles: Games can be adapted to meet the needs of visual, auditory, and kinesthetic learners.
  • Encouragement of autonomy: Games allow teenagers to learn at their own pace and make decisions independently.

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