Designing a 2D video game to aid children with learning disabilities
| bracu.degree.level | Undergraduate | |
| bracu.type.group | Student Works | |
| datacite.rights | Open Access | |
| dc.contributor.advisor | Shakil, Arif | |
| dc.contributor.author | Zahir, Sabil Sadat | |
| dc.contributor.department | Department of Computer Science and Engineering | |
| dc.date.accessioned | 2026-01-14T10:02:05Z | |
| dc.date.available | 2026-01-14T10:02:05Z | |
| dc.date.copyright | 2025 | |
| dc.date.issued | 2025-10 | |
| dc.description | Cataloged from PDF version of thesis. | |
| dc.description | Includes bibliographical references (pages 89). | |
| dc.description | This thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering, 2025. | en_US |
| dc.description.abstract | This project aims to address the growing need for accessible, engaging educational tools to support children with learning disabilities (such as dyslexia and dyscalculia) and attention challenges (such as ADHD) by designing a short video game demo as a proof of concept. The goal of this project is to integrate game design principles with cognitive learning theories to enhance cognitive skills, attention, and emotional resilience among such children. This project draws heavily on proven evidence from research papers, news articles, and studies on the impact of video games on learning disabilities. The game demo, inspired by the popular game series “Pok´emon”, incorporates educational challenges in fifth-grade-level Mathematics, English Grammar, and Science, with immersive and intuitive gameplay, tailored to individual learning needs through adaptive difficulty and visual-spatial cues. The demo was subsequently shared with a group of testers, who provided qualitative feedback that assessed the game’s effectiveness in improving focus, problem-solving, and emotional regulation, with positive responses highlighting how the core quiz-based battle system mechanic provided a rewarding learning experience. This feedback ensured that the project aligns with the pre-existing research and studies on the topic. The project contains the base gameplay systems that can be expanded upon with future development and resources. | en_US |
| dc.description.degree | Bachelor of Science in Computer Science and Engineering | |
| dc.description.statementofresponsibility | Sabil Sadat Zahir | |
| dc.format.extent | 96 pages | |
| dc.identifier.other | ID 21301621 | |
| dc.identifier.uri | http://hdl.handle.net/10361/27440 | |
| dc.language.iso | en | en_US |
| dc.publisher | BRAC University | en_US |
| dc.rights | BRAC University theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. | |
| dc.subject | Video games | en_US |
| dc.subject | Learning disabilities | en_US |
| dc.subject | ADHD | en_US |
| dc.subject | Cognitive development | en_US |
| dc.subject | Emotional strength | en_US |
| dc.subject | Role-playing games | en_US |
| dc.subject | Inclusive education | en_US |
| dc.subject | 2D games | en_US |
| dc.subject.lcsh | Learning disabled children--Education. | |
| dc.subject.lcsh | Developmental disabilities. | |
| dc.subject.lcsh | Educational technology. | |
| dc.subject.lcsh | Video games--Design. | |
| dc.subject.lcsh | Role playing. | |
| dc.subject.lcsh | Educational games--Design. | |
| dc.subject.lcsh | Attention-deficit hyperactivity disorder. | |
| dc.title | Designing a 2D video game to aid children with learning disabilities | en_US |
| dc.type | Thesis | en_US |