International Journal of Engineering Education Vol. 32, No. 4, pp. 1604–1610, 2016
Printed in Great Britain
0949-149X/91 $3.00+0.00
# 2016 TEMPUS Publications.
Emerging Technologies for ICT based Education for
Dyscalculia: Implications for Computer Engineering
Education*
ATHANASIOS S. DRIGAS, MARIOS A. PAPPAS and MILTIADIS LYTRAS
N.C.S.R. Demokritos, Institute of Informatics and Telecommunications, Telecoms Lab—Net Media Lab, Ag. Paraskevi, 15310, Athens,
Greece, The Americam College of Greece, 6 Gravias Street, Aghia Paraskevi, 153-42, Athens, Greece.
E-mail: dr@iit.demokritos.gr, mariospappasedu@gmail.com
In recent years there have been significant advances in the use of ICTs (Information and Communication Technologies) in
the education of students with learning disabilities. In this paper we represent some important studies which highlight the
importance of using ICTs, with special reference to online and mobile learning applications, both for assessment and
intervention required for students with dyscalculia. Results of the studies revealed that the use of ICTs in education and
especially in children with dyscalculia, may in the future become an integral part of the global education process, however
there are still many parameters to be investigated.
Keywords: assessment; ICT; intervention; dyscalculia; online applications; mobile applications
1. Introduction
Dyscalculia is a Learning Disability characterized
mainly the difficulty in basic arithmetic skills, such
as addition, subtraction, multiplication and division [1]. Dyscalculia can occur in people from across
the whole IQ range. It is wrong to be considered that
those who perform poorly in mathematics have
dyscalculia but only people who have specific
numerical disorders [2]. Children with dyscalculia
often face difficulties in daily activities such as
handling money, telling the time or following directions or map reading [3].There are several factors
that may cause dyscalculia such as genetic predisposition, low intelligence, not properly structured
curricula, inadequate teaching in school, mathematical anxiety and neurologic deficits [4]. It is estimated that the prevalence of dyscalculia range
between 3 and 6% of the world population.
Dyscalculia is a term from the Greek ‘dys’ and the
Latin ‘calculia’. There are several different terms to
describe the mathematic learning disabilities. Ladislav Kosc (1974) a Czechoslovakian psychologist
introduced the term ‘‘Developmental Dyscalculia’’.
Koontz and Berch (1996) used the term ’’Arithmetic
Learning Disabilities’’. Hich prefers the term ‘‘Specific Arithmetic Difficulties’’, while Temple and
Sherwood (2002) use the term ‘‘Number fact Disorder’’ [5].
There is immediately correlation between dyscalculia and Working Memory difficulties, i.e. memorizing some digits in a specific order. As Geary
claims, there are three cognitive components to
MLD. These are the retrieval of arithmetic facts
from long term semantic memory, the execution of
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procedures for solving arithmetic problems and the
ability to represent and interpret visuospatial representations of mathematical information [6].
The most common way of subtyping dyscalculic
children is whether they have or not reading disabilities, as it is estimated that the 40% of children
with dyslexia also have math disability. Dysgraphia,
finger agnosia, Attention-Deficit Hyperactivity
Disorder and difficulties with left right discrimination have also been associated with dyscalculia. It is
also evaluated that a quarter of children with
dyscalculia have ADHD [7, 8]. Another classification of dyscalculia (Kosc 1974) distinguishes the
following forms: verbal, practognostic, lexical, graphical, ideognostical and operational developmental dyscalculia [9].
Learning difficulties such as dyscalculia remain
through life, although with early diagnosis and the
appropriate intervention, students can show significant improvement [10]. The integration of ICTs in
special education aims to exploit assistive technology to the inclusion of students with special education needs. A promising approach, therefore, is to
construct adaptive software informed by the neuroscience findings on the core deficit in dyscalculia
[11]. The studies included in this article examine
what is the contribution of online, mobile and other
learning applications (educational learning—
psychological learning) to the assessment and
intervention of dyscalculia. Primarily, using internet, which is now the largest database of information, anyone interested can be informed for
everything relevant to dyscalculia or any other
learning disability. Additionally, the last 2 decades
there were developed several application programs
* Accepted 15 February 2016.
Emerging Technologies for ICT based Education for Dyscalculia
and tools for dyscalculia detection, diagnosis or
intervention, some of them free available. These
applications are available on Personal Computers,
Web, smartphones or tablets [12]. Furthermore, in
this paper we present some virtual environment
applications and some which are based on Artificial
Intelligence techniques. According to the studies,
the use of ICTs in teaching can deliver faster and
better results in students’ progress than the ordinary
teaching methods applied so far, and become an
additional incentive for the students’ participation
in class. Besides it enables autonomy and independent learning, as most of the applications allow
practicing without the teacher’s presence.
In order to present the following studies, we
created two main sections. The first one contains
diagnostic and assessment tools and the second
contains intervention tools. Each one of these sections is divided into subcategories, depending on the
king of software used.
2. Assessment
2.1 Web applications
In 2006 Beacham and Trott developed DysCalculium, an online screener that examines the
understanding of number concepts and quantitative
comparisons, with a view to separate students
having mathematical difficulties due to dyslexia or
another neurodiversity, or due to dyscalculia. The
student completes online the Dyscalculium portal
without time limit and after that the results are
automatically analyzed. Dyscalcium provides an
individual profile for the student with 11 subcategories, indicating in which parts he has weakness
and an overall score which determines if the student
is at risk of dyscalculia or not [13].
Dyscalc is a free online screening instrument
developed and provided by Wadeson Street Dyslexia Centre, the directors of Educational Psychologist Ltd, addressed to pupils over 14 years old of
average academic ability. It is structured in 20
questions, designed to assess basic arithmetic, mathematical reasoning, calculation, number sense and
several more mathematical skills. After completion
of the test the automated system provides the user
information about whether he is at risk of dyscalculia or not, taking into account the number of correct
answers and the time taken. A group composed of
dyscalculic pupils and a control group tested Dyscalc. The results showed that it is a useful screening
tool for students with mathematical disorders [14].
2.2 PC applications
Butterworth (2003) developed a quick and dependable tool of identifying Dyscalculia. This tool runs
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on a PC and uses keyboard responses. The tests that
‘‘Dyscalculia Screener’’ includes are mainly based
on counting dots and the numerical order. The
screener represents three computer controlled tests:
Dot enumeration.
Number comparison.
Arithmetic achievement.
The time required for each child to respond to the
tests constitutes a key criterion for evaluation,
known as simple reaction time [15, 16].
2.3 Artificial intelligence
Jain et al. (2012) proposed a model based on Fuzzy
Expert System, using soft computing technique
which classifies learning disability into its subtypes.
While the diagnostic methods used so far can detect
if a child has one learning disability or not, this
model which consists of four main parts, fuzzifier,
Rules of Classification, inference engine and defuzzier, is able to diagnose if a child has Dyslexia,
Dysgraphia, Dyscalculia, or a combination of
them, with an accuracy of about 90%. The system
uses Java and the data collected is registered in
Excel sheets. According to the researchers, by finding the appropriate combination of algorithms, this
model could guaranty even greater accuracy [17].
Livne et al. (2007) developed an online analysis
system which automatically assesses students, based
on their responses in mathematics questions. The
parser compares each pupil’s response to the
answers which the teacher fed the system with and
was stored in a database. Processing of the responses
is carried out in three successive phases, Matching,
Numerical Evaluation and Analysis. Each element
of the responses is characterized by the system as
correct, wrong, missing or unnecessary. Therefore
the parser has the ability to categorize the students’
errors in structural, conceptual or computational.
The project showed that natural languages and
artificial intelligence could be combined successfully
for the students’ mistakes detection. As shown by
the test made by researchers, parser’s total scaring
closely matched human scoring [18, 19].
3. Intervention
3.1 PC Applications
A. Brunda and J. Bhavithra developed the Computer Assisted Instruction (CAI), including E-Learning and Adaptive E-Learning. These tools where
designed to learn students the number names,
counting and numerical comparison, using entertaining software with speed deadlines, sound feedback and several levels of difficulty depending on the
students progress. In E-Learning students can
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enhance the basic skills of mathematics like counting, number knowledge, number names, simple
addition and subtraction. Adaptive E-Learning
helps children with entertaining problems adapted
to the performance level of the individual child
using 14 different levels of testing. This project
interferes in children up to 8 years old with different
types of Dyscalculia, unrolling cognitive and arithmetical principles [20].
Lontrup et al. developed and tested a product
composed by six Sifteo cubes and an application
running on a computer, for students in 7th–10th
grade, coming up against problems with the complexity of equations and the methodology required
to solve them. The Sifteo cubes can detect when they
are placed side by side, when they are titled and
when the screen on the cube is pressed down. In the
beginning, there are lots of helping tools provided to
the user, such as color help and automatic calculations. For each solved equation, the student is given
extra points, so he can move to the next, more
difficult level. So they conducted a study to find
out whether 7th–10th graders, using the product,
could enhance their mathematical understanding of
equations. From the results of the study it is concluded that the physical objects contribute to the
better understanding of equations. [21].
O’Connel et al. presented in their study two
indicative examples on how Apple supports learning for students with Mathematical Disabilities.
Peter is an 8th grade student with math disabilities,
who has trouble to remember what the teacher says
in the classroom and especially with graphing equations. To help him, teacher uploads to the class web
page, classroom lecture recordings, recorded via
iPhone’s Voice Memos. Furthermore, Peter uses
Grapher, a graphing equations tool on his Mac
computer. Georgia is a 3rd grade student with
Dyscalculia. Georgia, using the calculator application of her Mac computer, which ‘speaks’ for each
key she presses and notes down on a paper-tape the
individual results of her calculations, may do her
homework easier, as well as she may communicate
with her teacher through email in case she experiences difficulties [22].
Ginsgurg et al. [23] developed MathemAntics, a
sequence of research-based educational computer
activities for teaching mathematics to preschool
students. According to the searchers, computers
help mathematical skills improvement and provide
collaborative teaching using interactive visual
models, touch screens and computer tools. They
proposed 6 cognitive design principles for the software:
Engage children in cognitively and mathematically appropriate activities.
Athanasios S. Drigas et al.
Develop effective models for representing
abstract ideas.
Encourage accurate and efficient strategies.
Identify and eliminate bugs and other misconceptions.
Design appropriate physical interaction
Integrate narratives and stories with mathematical concepts
3.2 Web applications
In 2005 Hesselbring et al. developed FASTT (Fluency and Automaticity through Systematic Teaching with Technology) an intervention software
program, designed to assist students to develop
mathematical fluency. FASTT Math uses some
unique features to help the users to make a connection among the facts and their answers. The results
of the study conducted to evaluate the use of the
software were impressive as revealed that the mathdisabled students who received 54 ten minutes
sessions on the FASTT succeeded performance, in
basic mathematical operations, almost identical to
the non math-disabled students, trained with traditional fluency methods. The most impressive of this
intervention software program is that students were
tested again after summer vacation and showed that
they are retained at high level [24].
Laurillard et al. (2009) developed a project with
digital interventions for dyscalculic children. In that
project they fully developed and tested ‘Dots2Digits’ and ‘Dots2Track’, two programs designed
to help students to attach the numerosity in a dot
pattern and its representation as a digit, they tested
current software against adaptive software and they
built a free online collaborative environment to
create an interactive website(low-numeracy.ning.com) where teachers could find links for downloading the programs and discussion forums for
their comments and feedback. As teachers said the
learner can get much more practice with a digital
game than is usually possible in an ordinary class
[25, 26].
In the same year Räsänen et al. examined the
cognitive process and development of the math
skills, of two adaptive computerized games based
on neuroscience findings. In their study, 30 children
with low numeracy skills were randomly separated
in two intervention groups. The first group
played the ‘‘Number Race’’ game and the other
group played ‘‘Graphogame-Math’’, a game
designed in the University of Jyväskylä. The
main difference between the two games is that
Graphogame-Math starts with small sets of dot
patterns, which are numerically close to each
other, so the comparison process requires dots
counting. Both groups trained on the games for
three weeks, 10–15 minutes per day. According to
Emerging Technologies for ICT based Education for Dyscalculia
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the results of the study, children succeeded a significant improvement in number comparison, but
the effect did not generalized to counting or arithmetic. Although the information feedback the tools
provide, enable the child to adjust his actions in
relation to the goal [27].
Käser et al. developed Calcularis, a computer
based training program designed to train basic
numerical cognition with the training of arithmetical abilities. The training program consists of 10
different types of games which exploit number
representations, visualization of number using
colored blocks, arithmetic operations and word
problems. Users start the program from the lowest
level of difficulty and proceed according to their
skills. In the study 32 German-speaking students
(2nd–5th grade of elementary school) with difficulties of learning mathematics in Switzerland participated. At the end of the study students completed a
feedback questionnaire, in which they declared that
the training and that helped them to improve their
mathematical skills [28, 29].
Wilson et al. (2006) programmed the ‘‘Number
Race’’ software, an adaptive game software for
remediation of dyscalculia. It is a multi-platform
written in Java, consisting of three difficulty dimensions: numerical distance, response deadline and
conceptual complexity In Number Race, children
carry out a numerical comparison task, choosing
the larger of two numerosities, within a specified
timeframe. As the child gives correct answers, he can
move to more difficult levels, where additions or
subtractions are required to make the comparison.
The quantities in the tasks of the game can be
presented in non-symbolic format, in symbolic
Arabic digits, or in spoken number words. Software
can be downloaded from the number race website in
English, French, Polish or Swedish version [30].
Math, Pop Math, Flash to Pass, Math Drills, Multiplication Flashcards to Go and Math Magic. The
Comparison students practiced multiplication
using the usual techniques, such as fact triangles,
math games and number sequences. All students
would practice 10 minutes every day. After 9 weeks,
teachers gave the students a 100 multiplications test
to answer as many as possible in ten minutes.
Justifying the project the MLI students answered a
greater number of these items correctly [32].
Alexander et al. used the reciprocal research and
development process (RR&D) to design GoMath!
Mobile applications. The 2 mobile math apps,
‘‘Go Play Ball’’ and ‘‘Go Road Trip’’ promote the
mathematical awareness through daily collaboration of the members of the family, to solve life
problems and participate in usual activities. Go
Play Ball allows users to record their softball or
baseball performances and presents graphs or
charts about the statistical results of their progress
and statistics of their favorite professional players.
Six families from Boston used Go Play Ball for 3–4
weeks of the baseball season. Go Road Trip is a set
of nine mathematics games designed to encourage
mathematical talk during a long family trip. Seven
families with middle grade school students tested
the app while travelling by car. The project was
successful as the participants could use the mobile
platform anytime and anywhere, during funny
activities which at the same time enhance sociability
[33].
Malley et al. presented a four week study in a
classroom of a special education school in an urban
district in Maryland, which was attended by 10
students (12–15 years old) with cognitive disabilities. The study was designed to examine the effect of
using iPads to increase math fluency, using the
following measures:
3.3 Mobile applications
Dr Nagavalli et al., indicate two popular iPad
applications which help children with Dyscalculia.
‘MathBoard’, a math app appropriate such as for
kindergarten children, using simple addition and
subtraction problems, as for elementary school
students, using multiplication and division tasks,
squares, cubes square root problems and ‘Long
Division’ app, where students can study and exercise on the long division method, solving problems
step by step [31].
In 2011 on a Midwestern elementary school, 4
teachers and 87 3rd grade students, arranged in two
classrooms(Mobile Learning Intervention = 41,
Comparison = 46), participated in a 9 week study.
The MLI students used every day iPod touch
devices which contained math apps to practice
multiplication such as Multiplication Genius, Mad
Student demographic questionnaire.
Technology access and use.
Basic math achievement.
Basic math fluency.
Fidelity of intervention.
Social validity.
Technology integration.
According to the results of the study, iPad was a
useful learning tool that helped the reinforcement of
the learning methods of the teachers and gave the
students interest for the educational process [34].
3.4 Virtual environment
Marcus Vansconcelos et al. investigated the effect of
a Virtual Environment in children with Dyscalculia.
A study with 26 dyscalculic children, with an
average age of 8 years, all in 2nd grade of primary
school, took place in Brazil’s Sao Paulo. The chil-
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dren were randomized set in two groups, the Experimental, interacted with networked computers and
games developed specifically for dyscalculia, and
the Control Group, where the kids participated in a
reinforcement using traditional teaching techniques. Children of the Experimental group were
given 1 hour virtual environment sessions, twice a
week, for 5 weeks. According to the study’s results,
the use of the virtual environment, not only
improved the mathematical skills of the participants, but also motivated the children as computer
is an attractive and entertaining tool in opposition
to the use of notebook and blackboard [35].
A Plerou et al. presented a study to evaluate the
students’ efficiently in algorithmic problem solving
in interactive environments. In this study 46 first
grade students (15–16 years old) of a Vocational
Educational School in Corfu, Greece participated.
The students were divided into 2 equal groups, the
Control Group, where the students were evaluated
to the classic manner by hand-writing and the
Interactive Evaluate Group, using interactive virtual interface. According to the study’s results,
using visualization of specific algorithmic problems
can enhance students’ comprehension of some basic
concepts related to algorithms. Furthermore most
of the students followed the Interactive Evaluate
Group, stated that they felt joy and excitement
during the procedure and they would pleasantly
repeat the test [36].
In 2008 Peltenburg et al. developed a study of 37
pupils with learning difficulties in mathematics from
2 special education schools in Utrecht with average
age of 10.5 years. They used the CITO Monitoring
Test for Mathematics(a frequently used assessment
instrument developed by Janssen, Scheltens and
Kramer in 2005) including seven subtraction problems in the number domain up to 100, and a Flash
ICT assessment environment especially developed
for this study based on CITO’s items, using digital
imaging of the problems, computer speaking, etc.
The ICT version, included a dynamic visual tool
with virtual manipulative, which the pupils can use
while solving the problem. The comparison of
scores in the 2 formats showed that the participants
answered more correct answers in the ICT version
of the seven items than in the standardized test
format [37].
3.5 Artificial intelligence
Melis et al. (2001) used a number of Artificial
Intelligence techniques to develop ActiveMath, a
Web-based adaptive learning environment for
mathematics with several components and interactive learning tools. It is a system with complex
architecture involving interactive exercises, personal details about the pupil, pedagogical strategies,
Athanasios S. Drigas et al.
learning strategies and other functionalities and
services. ActiveMath uses the semantic XML for
mathematical documents and OMDoc, an extension of the OpenMath standard for mathematical
symbols and expressions, for its content encording.
This tutoring system could be expoiled for long
distance learning, homework or teacher assisted
learning. ActiveMath is designed to adapt to each
student’s technical equipment, environment variables and cognitive needs and allows the user to
study in his own environment whenever he wants
[38–40].
Anthony et al. (2008) proposed a prototype
system based in intelligent tutoring systems for
students learning algebra equations solving.
Designers of the system were motivated by the
idea that handwriting as an input instead of typing
could bring much better results. The recognizer used
is the Freehand Formula Entry System (FFES). To
train the recognizer, researchers collected data from
over 40 high school and middle school algebra
students, in order to ensure the recognizers ability
to adapt into different types of writing. The study
developed to evaluate this project revealed that
students who introduced mathematical equations
via handwriting were much faster and less prone to
errors than those who were typing. Out of 46 total
students, over 80% claimed that they prefer handwriting [41].
4. Conclusions
The purpose of this study, was to examine some
representative studies of the last two decades which
utilize the use of ICTs to create diagnostic tools and
intervention programs for students with dyscalculia. Diagnostic and assessment tools become
increasingly easy to use and guarantee high reliability. Intervention tools show variety in software
used and can be available to the greatest part of
population in need. The results of these studies were
encouraging, as the use of ICTs creates an accessible
interactive environment, enables personalized
learning, and helps students develop their cognitive
skills much faster than the traditional educational
practices. ICTs could be powerful and handy tools
for the teachers, combining entertainment with the
development of numerical and mathematical skills.
It is necessary certainly further research to enable
the use of ICTs to become part of the educational
process, however, the existing studies make promises for the future.
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Athanasios Drigas is a Senior Researcher at N.C.S.R. Demokritos. He is the Coordinator of Telecoms Lab and founder of
Net Media Lab since 1996. From 1985 to 1999 he was the Operational manager of the Greek Academic network. He has
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Athanasios S. Drigas et al.
been the Coordinator of Several International Projects, in the fields of ICTs, and e-services (e-learning, e-inclusion, epsychology, e-government, e-inclusion, e-culture etc). He has published more than 270 articles, 7 books, 25 educational
CD-ROMs and several patents. He has been a member of several International committees for the design and coordination
of Network and ICT activities and of international conferences and journals. He also received several distinctions for his
work (articles, patents, projects).
Marios Pappas( MA in Inclusive Education student) is a secondary school Mathematics teacher. He is also a research
associate at N.C.S.R. Demokritos, Institute of Informatics and Telecommunications, Net Media Lab, Athens, Greece.
Miltiadis Lytras is a Research Professor in the American College of Greece - Deree College . His research focuses on
semantic web, knowledge management and e-learning, with more than 100 publications in these areas. He has co-edited /
co-edits, 25 special issues in International Journals and has authored/[co-]edited 25 books.