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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 07 Issue: 02 | Feb 2020 www.irjet.net p-ISSN: 2395-0072
© 2020, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 1274
Study on Mobile Learning Applications for Dyslexia and Autism
Resli Salam1, Stephy John2, Saira Varghese3
1B.Tech student, Computer Science Engineering, Toc H Institute of science and Technology, Kerala, India
2B.Tech student, Computer Science Engineering, Toc H Institute of science and Technology, Kerala, India
3Asst. Professor, Computer Science Engineering, Toc H Institute of science and Technology, Kerala, India
---------------------------------------------------------------------***----------------------------------------------------------------------
Abstract - In this paper, we have discussed presenttechnologiesandapplications developedfordyslexicsandautistics. Theexisting
learning applications attempts to design a stimulating and interactive experience for children, through various word learning
games, assessments, puzzles and 3-D graphics which could encourage the learning process. The ability tolearn, read, speak, write,
communicate, interact or work with numbers are the main skills in human beings. Dyslexics and autistics commonly lack many of
these essential skills. As this disorder is lifelong it will be extremely difficult for such students to have a successful career. In
addition to the traditional classroom contexts, the use of advancedtechnologiesinthelearningprocessanditsassessmentthrough
the mobile learning tests is being discussed. This paper aims to assess the usability of technology in education sector.
Key Words: Autism, Dyslexia, Learning application, Mobile learning
1. INTRODUCTION
Autism and dyslexia are both developmental disorders of neural origin. They are lifelong and therefore have to be studied in
adults as well as in children. Individual variability is enormous, and, as a result, behavioral diagnosisremainsproblematic.The
study of the underlying cognitive abilities in autism and dyslexia has acted as a gateway for the emergence of developmental
cognitive neuroscience. Autism has 3 hallmark features—delays in speech & communication, repetitive behaviors such as
playing with only few selective toys, running up and down a slope etc., or demonstrating a narrowrepertoireof behaviors,and
lack of mingling socially. Dyslexia is manifested as difficultyinreading,writing,doingmath,despitenormal intelligence.Autism
and dyslexia can be seen as 2 separate diagnoses, however may share certain features. For example, ADHD is frequently
associated with autism as well as seen along with dyslexia. Similarly, language and visual processing difficulties are related to
both. Sensory processing defects are also closely associatedwithbothconditions.Aswestill donotunderstandtheneural basis
of these disorders fully, technology can take two approaches in helping those affected. The firstistocompensateexternallyfor
a known difficulty and the other is to achieve the same function using a completely different means.
1.1 Background
Mobile technologies like smartphones and tablets specifically have long moved pasttheearlyadopter stageinthe21stcentury
society and in 21st century education. The desktop and laptop computer “programs” of the 1980’s and 1990’s have been
replaced by online and mobile “apps” that are more portable,lightweightandcustomizable.Thisnewwayoflearningprovedto
be useful for dyslexics and autistics. There are many problems faced by dyslexics and autistics which we have analyzed. The
difficulty varies for different age groups i.e from kindergarten to beingteen,fromteentoadult.Mostlydyslexicshaveproblems
in phonological awareness: like confusing vowel sounds ‘I’ for‘E’.Difficultyinrhyming,chunkingwordsintosyllables.Blending
sounds into a whole word. Typical spelling mistakes: wont instead of want. Unable to remember times tables and number
sequences. Writing issues, someone with dyslexia is likely to have lots of ideas but have difficulty putting them into writing.
Many people with dyslexia write long rambling sentences with no punctuation. Although there may be lots of ideas they often
do not know where to start. Immediately forgetting what has just been read.Slower reading speed. Missing out words or
skipping lines as they read. Mixing up left and right. Reversing numbers ,someone with dyslexia might see 57 butrememberit
as 75.Many dyslexics under ADHD face common difficulties similar to autistics like communication difficulties, behavioral
patterns, more time to interact and collaborate with people and even difficulties in recognizing emotions.
1.2 Game playing as learning process
Games provide an individualized teaching and learning environment, which may aid in the development of memory, visual
perception, auditory ability, language, reasoning,timeand spaceorientation,andmotorcoordination.Inthiscontext,thegames
can be powerful teaching tools in order to increasetheknowledgeofyoungpeopleand consequentlyimprovetheir self-esteem,
if used with pre-defined objectives. One tool that is being embraced by therapists, counselors, teachers, parents and their
children to help those with autism to better communicate and connectwithothersandtheworldaroundthemisvirtual reality.
Virtual reality based games which could encourage the learning process. As communication andsocial anxietyisanothermain
problem both dyslexics and autistics share in common. So the existing technologycreatesa virtual classroomwheretheycould
calmly involve themselves in reading and other verbal activities. In addition to that facial emotion recognizing feature and
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 07 Issue: 02 | Feb 2020 www.irjet.net p-ISSN: 2395-0072
© 2020, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 1275
learning behavioral pattern is included systems using different machine learning algorithms are being studied by many
researchers. As parent’s involvement improves learning, many applications are designed considering it.
2. RELATED WORKS
This study involves two applications proloquo2go and dyslexia quest developed for dyslexicsandautistics.Theseapplications
provides a wide range of educational and learning material in a uniquely engagingmanner(touch-screens),whilstgivingusers
option to choose from information which will enrich knowledge and improve skills.
2.1 Proloquo2Go
Proloquo2Go is a full featured augmentative communication application (AAC) that offers picture only, picture and text, and
keyboard options for message formulation. This app is designed to help teachers and therapists empower kids who have
limited or no speech with an alternative way to communicate.Itusesanadaptable,multi-sizegridformatto present imagesand
words. Proloquo2Go is based on core words. Core words are the small number of words that make up about 80% of what we
say each day. These are powerful words because they can be used in a lot of contexts and allow us toexpressmanyideaswith a
small number of words. When user learn how to combine core words with fringe words, they will be able to communicate
effectively for the rest of their lives. Core words are a powerful tool so your child can communicate whatever they wanttosay.
Instead of using pre-programmed sentences or phrases like “I want” and “I see,” they can choose from a small set of words to
create their own sentences. Proloquo is Latin for “speak out loud”. The goal is user should able to say what they want to say,
whenever they want to say it, wherever they want to say it and to whomevertheywant.Thethreeresearch-basedvocabularies
of Proloquo2Go, Basic, Intermediate Core orAdvancedCorehelptoquicklycreateanefficientCommunicationsystem.TheCore
Word vocabularies allow for efficient access to the most frequently used words in English, along with a rich array of fringe
vocabulary to allow for precise expressionandvocabularygrowth.BasicCommunicationisdesignedfor newcommunicatorsat
the one and two word level to promote developmental progression in communication skills.Differentpicturesaredividedand
classified on the basis of actions, senses etc. There are various ways in which user can add new buttons to your vocabulary.
Proloquo2Go provides a wide range of options that allow users to control the appearance of folders and buttons in detail. To
make it really easy to customize the appearance for individual needs, Options can be customized at user level, at folder level,
and at button level. Any setting that is customized at user level (in Options) applies to all folders and buttonsofthevocabulary
apart from those for which this setting is defined at folder orbuttonlevel.AugmentativeandAlternativeCommunication(AAC)
app Proloquo2Go already provides a voice to over 150,000 individuals around the world. It is one of the few AAC apps that
cover all users, from beginning to advanced communicators. To make sure users reach their full potential, AAC best practice
recommends starting out with a large grid size. If this is considered too overwhelming fortheuser,moreadvancedbuttonsare
hidden and gradually revealed as user skills grow. Yet, this is a time-consuming and complicated task. Proloquo2Go 5.0
introduces Progressive Language, which helps to hide and reveal buttons in a developmental order.Proloquo2go has a large
customizable vocabulary system that is folder based. Advanced grammar option allows easily conjugating verbs, or adding
plural or possessive Markers, The clues folder allows a user to learn to describe an object and talk around a word thatmaynot
be programmed in his/her device. Action words are divided into groups for easier navigation like sensing verbs, telling verbs,
things, possession verbs.
2.2Dyslexia Quest
Dyslexia Quest (DQ) is a game designed to help assess a child's memory and listening skills. It helps point parents and
educators in the right direction to support the child since it serves as a basic skills screener to identify strengths and
weaknesses. It uses tasks/games to assess a child's strengths and weaknesses in the following areas: working memory,
phonological awareness, processing speed, visual sequential order, auditory sequential memory, and visual memory. It has 3
different age levels: 10 and under, 11-17, and adult. It is divided into six task/games that each take about 10 minutes to play.
The instructions for each task/game are direct and to the point, using the least amount of words possible. No unnecessary
information is given, and it highlights essential material (Signalingprinciple)Ifuserisa childwhostruggleswithdistractibility,
it may be best to play this app in increments to get the best results. Uponcompletionofeachadventure(task/game), parentsor
trainers are given scores and details about their strengths and weaknesses. Kids are inherently motivated to completeeachof
the quests/tasks whereas the score keeping and gaming nature provide incentive for users to retry levels in order to improve
their standing.
The app is designed for a single player and does not support simultaneous multiple users. Dyslexia Questtakesthereaderon a
journey locating their skills levels in visual memory, phonological awareness, auditory and sequential memory, visual
sequential memory, processing speed and working memory in order to determine areas which may need additional
intervention and build reading levels. The student is asked to enter theirnameandage group(under10,11-16,and 17+).Upon
choosing the appropriate selection, the reader is taken on a journey to assess their knowledge in Visual Memory in Jungle
Fever. The app allows the review of the letter/word providedpriortochoosinga response.Thequestalsoallowsthereaderthe
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 07 Issue: 02 | Feb 2020 www.irjet.net p-ISSN: 2395-0072
© 2020, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 1276
option of moving forward to practice based on their score. The following journey allows them to proceed to Boulder Bridge
which will assess Auditory and Sequential Memory. It provides the initial instructions and the student must follow the
instructions in order. Afterwards, proceed to Creepy Cavern determine skills in Visual Sequential Memory and on to Ropey
Bridge which test (Processing Speed). The final areas of assessment are Windy Pass (Phonological Awareness) and the Yeti
Heights (Working Memory). Upon completion, the tester is provided with a breakdown of learning strengths and weaknesses
on a scale of below, average and high in these areas: working memory, phonological awareness, processing speed, visual
sequential memory, auditory sequential memory, andvisual memory.Inadditiontothe abilitylevels,a briefdescriptionof each
ability level and the uses for each skill level is included. The student also has the option of a reader-friendly description of
dyslexia and personal dyslexia quiz. DQ has been developed, researched and tested at the Bristol Dyslexia Centre and is based
on the tests of educational psychologists, mirroring the output that they would assess to determine the likelihood of dyslexia
.DQ is an interesting study of app design because one of its intended purposes is to share with users how the human brain
works. This application can be used as an ongoing progress monitoring tool which help the childfeel betterabout thedifficulty
at the same time give a profile of user’s cognitive strengths and weakness coveringquitea bitofcognitiveterritoryfora variety
of ages.
2.3 Analysis
Dyslexia Quest cannot afford by financially backward parents since this is an ios application as well as expensive.Eventhough
it gives a snapshot of their cognitive profile at a moment in time, it can be changed anytime and certain emotional risks to any
label.
Proloque2go can be difficult to navigate vocabulary in a folder based system can be difficult to navigate if a person does not
have the language understanding of what categories an object should be found in and also contain. Unused and unnecessary
vocabulary. People who have difficulty motor planning benefit from an app that has static buttons that are always in the same
place so that they can learn the motor plan to find a word. Scrolling in Proloque2go may become a hindrance to quick
communication If scrolling is turned on a child may visually stem on scrolling words. If it is turned offthentheymay beslowed
by having to press an extra “page up” or “page down” button to find a word they are looking for.
In thisstudy, wediscussedabouttwoexistingapplicationsanditsuniquefeaturesconsideringproblemsofdyslexicandautistics.
Emphasis on using mobile apps to support struggling learners, Althoughatthisstageourpresentworkcannotbeconclusive,the
preliminary results show the promising prospects mobile learning holds in such contexts as students showed progress in their
overall gameperformance. Itis our intention to further continue our research inthefield,bytestingwiththeapplicationthatwe
design using advanced technologies like machine learning algorithms effectiveness over an extended period of time to better
assess the mobile learning methods and their outcomes reflected in the user’s skill improvements.
ACKNOWLEDGEMENT
We would like to thank our Principal Prof. Dr. Preethi Thekkath, Head of the Department, Prof.Dr. Sreela Sreedhar, our co-
coordinator Asst. Prof. Elsaba Jacob and Asst. Prof. Abin Philip for their valuable advice and technical assistance.
REFERENCES
[1] Skiada, Roxani & Soroniati, Eva & Gardeli, Anna & Zissis, Dimitris. (2014). EasyLexia 2.0: Redesigning our mobile
application for children with learning difficulties. Themes in Science and Technology Education. 7. pp-119.
[2] Berninger, Virginia W. “Understanding the 'Lexia' in Dyslexia: A Multidisciplinary Team Approach to Learning
Disabilities.” Annals of Dyslexia, vol. 51, 2001, pp. 23–48. JSTOR, www.jstor.org/stable/23765361. Accessed 5 Feb. 2020.
[3] Berninger, V. (2001). Understanding the 'Lexia' in Dyslexia: A Multidisciplinary Team Approach to Learning
Disabilities. Annals of Dyslexia, 51, 23-48. Retrieved February 5, 2020, from www.jstor.org/stable/23765361
[4] https://www.nessy.com/us/apps/dyslexiaquest
[5] https://www.assistiveware.com/products/proloquo2go
[6] J.Boucher. Language development in autism. International Journal of Pediatric Otorhinolaryngology, 67:159–163, 2003.
[7] S.S. Nagarajan and et al. Speech modifications algorithms used for training language learning-impaired children.IEEE
Transactions on Rehabilitation Engineering, 6:257–268, 1998.
3. CONCLUSION

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IRJET- Study on Mobile Learning Applications for Dyslexia and Autism

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 07 Issue: 02 | Feb 2020 www.irjet.net p-ISSN: 2395-0072 © 2020, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 1274 Study on Mobile Learning Applications for Dyslexia and Autism Resli Salam1, Stephy John2, Saira Varghese3 1B.Tech student, Computer Science Engineering, Toc H Institute of science and Technology, Kerala, India 2B.Tech student, Computer Science Engineering, Toc H Institute of science and Technology, Kerala, India 3Asst. Professor, Computer Science Engineering, Toc H Institute of science and Technology, Kerala, India ---------------------------------------------------------------------***---------------------------------------------------------------------- Abstract - In this paper, we have discussed presenttechnologiesandapplications developedfordyslexicsandautistics. Theexisting learning applications attempts to design a stimulating and interactive experience for children, through various word learning games, assessments, puzzles and 3-D graphics which could encourage the learning process. The ability tolearn, read, speak, write, communicate, interact or work with numbers are the main skills in human beings. Dyslexics and autistics commonly lack many of these essential skills. As this disorder is lifelong it will be extremely difficult for such students to have a successful career. In addition to the traditional classroom contexts, the use of advancedtechnologiesinthelearningprocessanditsassessmentthrough the mobile learning tests is being discussed. This paper aims to assess the usability of technology in education sector. Key Words: Autism, Dyslexia, Learning application, Mobile learning 1. INTRODUCTION Autism and dyslexia are both developmental disorders of neural origin. They are lifelong and therefore have to be studied in adults as well as in children. Individual variability is enormous, and, as a result, behavioral diagnosisremainsproblematic.The study of the underlying cognitive abilities in autism and dyslexia has acted as a gateway for the emergence of developmental cognitive neuroscience. Autism has 3 hallmark features—delays in speech & communication, repetitive behaviors such as playing with only few selective toys, running up and down a slope etc., or demonstrating a narrowrepertoireof behaviors,and lack of mingling socially. Dyslexia is manifested as difficultyinreading,writing,doingmath,despitenormal intelligence.Autism and dyslexia can be seen as 2 separate diagnoses, however may share certain features. For example, ADHD is frequently associated with autism as well as seen along with dyslexia. Similarly, language and visual processing difficulties are related to both. Sensory processing defects are also closely associatedwithbothconditions.Aswestill donotunderstandtheneural basis of these disorders fully, technology can take two approaches in helping those affected. The firstistocompensateexternallyfor a known difficulty and the other is to achieve the same function using a completely different means. 1.1 Background Mobile technologies like smartphones and tablets specifically have long moved pasttheearlyadopter stageinthe21stcentury society and in 21st century education. The desktop and laptop computer “programs” of the 1980’s and 1990’s have been replaced by online and mobile “apps” that are more portable,lightweightandcustomizable.Thisnewwayoflearningprovedto be useful for dyslexics and autistics. There are many problems faced by dyslexics and autistics which we have analyzed. The difficulty varies for different age groups i.e from kindergarten to beingteen,fromteentoadult.Mostlydyslexicshaveproblems in phonological awareness: like confusing vowel sounds ‘I’ for‘E’.Difficultyinrhyming,chunkingwordsintosyllables.Blending sounds into a whole word. Typical spelling mistakes: wont instead of want. Unable to remember times tables and number sequences. Writing issues, someone with dyslexia is likely to have lots of ideas but have difficulty putting them into writing. Many people with dyslexia write long rambling sentences with no punctuation. Although there may be lots of ideas they often do not know where to start. Immediately forgetting what has just been read.Slower reading speed. Missing out words or skipping lines as they read. Mixing up left and right. Reversing numbers ,someone with dyslexia might see 57 butrememberit as 75.Many dyslexics under ADHD face common difficulties similar to autistics like communication difficulties, behavioral patterns, more time to interact and collaborate with people and even difficulties in recognizing emotions. 1.2 Game playing as learning process Games provide an individualized teaching and learning environment, which may aid in the development of memory, visual perception, auditory ability, language, reasoning,timeand spaceorientation,andmotorcoordination.Inthiscontext,thegames can be powerful teaching tools in order to increasetheknowledgeofyoungpeopleand consequentlyimprovetheir self-esteem, if used with pre-defined objectives. One tool that is being embraced by therapists, counselors, teachers, parents and their children to help those with autism to better communicate and connectwithothersandtheworldaroundthemisvirtual reality. Virtual reality based games which could encourage the learning process. As communication andsocial anxietyisanothermain problem both dyslexics and autistics share in common. So the existing technologycreatesa virtual classroomwheretheycould calmly involve themselves in reading and other verbal activities. In addition to that facial emotion recognizing feature and
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 07 Issue: 02 | Feb 2020 www.irjet.net p-ISSN: 2395-0072 © 2020, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 1275 learning behavioral pattern is included systems using different machine learning algorithms are being studied by many researchers. As parent’s involvement improves learning, many applications are designed considering it. 2. RELATED WORKS This study involves two applications proloquo2go and dyslexia quest developed for dyslexicsandautistics.Theseapplications provides a wide range of educational and learning material in a uniquely engagingmanner(touch-screens),whilstgivingusers option to choose from information which will enrich knowledge and improve skills. 2.1 Proloquo2Go Proloquo2Go is a full featured augmentative communication application (AAC) that offers picture only, picture and text, and keyboard options for message formulation. This app is designed to help teachers and therapists empower kids who have limited or no speech with an alternative way to communicate.Itusesanadaptable,multi-sizegridformatto present imagesand words. Proloquo2Go is based on core words. Core words are the small number of words that make up about 80% of what we say each day. These are powerful words because they can be used in a lot of contexts and allow us toexpressmanyideaswith a small number of words. When user learn how to combine core words with fringe words, they will be able to communicate effectively for the rest of their lives. Core words are a powerful tool so your child can communicate whatever they wanttosay. Instead of using pre-programmed sentences or phrases like “I want” and “I see,” they can choose from a small set of words to create their own sentences. Proloquo is Latin for “speak out loud”. The goal is user should able to say what they want to say, whenever they want to say it, wherever they want to say it and to whomevertheywant.Thethreeresearch-basedvocabularies of Proloquo2Go, Basic, Intermediate Core orAdvancedCorehelptoquicklycreateanefficientCommunicationsystem.TheCore Word vocabularies allow for efficient access to the most frequently used words in English, along with a rich array of fringe vocabulary to allow for precise expressionandvocabularygrowth.BasicCommunicationisdesignedfor newcommunicatorsat the one and two word level to promote developmental progression in communication skills.Differentpicturesaredividedand classified on the basis of actions, senses etc. There are various ways in which user can add new buttons to your vocabulary. Proloquo2Go provides a wide range of options that allow users to control the appearance of folders and buttons in detail. To make it really easy to customize the appearance for individual needs, Options can be customized at user level, at folder level, and at button level. Any setting that is customized at user level (in Options) applies to all folders and buttonsofthevocabulary apart from those for which this setting is defined at folder orbuttonlevel.AugmentativeandAlternativeCommunication(AAC) app Proloquo2Go already provides a voice to over 150,000 individuals around the world. It is one of the few AAC apps that cover all users, from beginning to advanced communicators. To make sure users reach their full potential, AAC best practice recommends starting out with a large grid size. If this is considered too overwhelming fortheuser,moreadvancedbuttonsare hidden and gradually revealed as user skills grow. Yet, this is a time-consuming and complicated task. Proloquo2Go 5.0 introduces Progressive Language, which helps to hide and reveal buttons in a developmental order.Proloquo2go has a large customizable vocabulary system that is folder based. Advanced grammar option allows easily conjugating verbs, or adding plural or possessive Markers, The clues folder allows a user to learn to describe an object and talk around a word thatmaynot be programmed in his/her device. Action words are divided into groups for easier navigation like sensing verbs, telling verbs, things, possession verbs. 2.2Dyslexia Quest Dyslexia Quest (DQ) is a game designed to help assess a child's memory and listening skills. It helps point parents and educators in the right direction to support the child since it serves as a basic skills screener to identify strengths and weaknesses. It uses tasks/games to assess a child's strengths and weaknesses in the following areas: working memory, phonological awareness, processing speed, visual sequential order, auditory sequential memory, and visual memory. It has 3 different age levels: 10 and under, 11-17, and adult. It is divided into six task/games that each take about 10 minutes to play. The instructions for each task/game are direct and to the point, using the least amount of words possible. No unnecessary information is given, and it highlights essential material (Signalingprinciple)Ifuserisa childwhostruggleswithdistractibility, it may be best to play this app in increments to get the best results. Uponcompletionofeachadventure(task/game), parentsor trainers are given scores and details about their strengths and weaknesses. Kids are inherently motivated to completeeachof the quests/tasks whereas the score keeping and gaming nature provide incentive for users to retry levels in order to improve their standing. The app is designed for a single player and does not support simultaneous multiple users. Dyslexia Questtakesthereaderon a journey locating their skills levels in visual memory, phonological awareness, auditory and sequential memory, visual sequential memory, processing speed and working memory in order to determine areas which may need additional intervention and build reading levels. The student is asked to enter theirnameandage group(under10,11-16,and 17+).Upon choosing the appropriate selection, the reader is taken on a journey to assess their knowledge in Visual Memory in Jungle Fever. The app allows the review of the letter/word providedpriortochoosinga response.Thequestalsoallowsthereaderthe
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 07 Issue: 02 | Feb 2020 www.irjet.net p-ISSN: 2395-0072 © 2020, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 1276 option of moving forward to practice based on their score. The following journey allows them to proceed to Boulder Bridge which will assess Auditory and Sequential Memory. It provides the initial instructions and the student must follow the instructions in order. Afterwards, proceed to Creepy Cavern determine skills in Visual Sequential Memory and on to Ropey Bridge which test (Processing Speed). The final areas of assessment are Windy Pass (Phonological Awareness) and the Yeti Heights (Working Memory). Upon completion, the tester is provided with a breakdown of learning strengths and weaknesses on a scale of below, average and high in these areas: working memory, phonological awareness, processing speed, visual sequential memory, auditory sequential memory, andvisual memory.Inadditiontothe abilitylevels,a briefdescriptionof each ability level and the uses for each skill level is included. The student also has the option of a reader-friendly description of dyslexia and personal dyslexia quiz. DQ has been developed, researched and tested at the Bristol Dyslexia Centre and is based on the tests of educational psychologists, mirroring the output that they would assess to determine the likelihood of dyslexia .DQ is an interesting study of app design because one of its intended purposes is to share with users how the human brain works. This application can be used as an ongoing progress monitoring tool which help the childfeel betterabout thedifficulty at the same time give a profile of user’s cognitive strengths and weakness coveringquitea bitofcognitiveterritoryfora variety of ages. 2.3 Analysis Dyslexia Quest cannot afford by financially backward parents since this is an ios application as well as expensive.Eventhough it gives a snapshot of their cognitive profile at a moment in time, it can be changed anytime and certain emotional risks to any label. Proloque2go can be difficult to navigate vocabulary in a folder based system can be difficult to navigate if a person does not have the language understanding of what categories an object should be found in and also contain. Unused and unnecessary vocabulary. People who have difficulty motor planning benefit from an app that has static buttons that are always in the same place so that they can learn the motor plan to find a word. Scrolling in Proloque2go may become a hindrance to quick communication If scrolling is turned on a child may visually stem on scrolling words. If it is turned offthentheymay beslowed by having to press an extra “page up” or “page down” button to find a word they are looking for. In thisstudy, wediscussedabouttwoexistingapplicationsanditsuniquefeaturesconsideringproblemsofdyslexicandautistics. Emphasis on using mobile apps to support struggling learners, Althoughatthisstageourpresentworkcannotbeconclusive,the preliminary results show the promising prospects mobile learning holds in such contexts as students showed progress in their overall gameperformance. Itis our intention to further continue our research inthefield,bytestingwiththeapplicationthatwe design using advanced technologies like machine learning algorithms effectiveness over an extended period of time to better assess the mobile learning methods and their outcomes reflected in the user’s skill improvements. ACKNOWLEDGEMENT We would like to thank our Principal Prof. Dr. Preethi Thekkath, Head of the Department, Prof.Dr. Sreela Sreedhar, our co- coordinator Asst. Prof. Elsaba Jacob and Asst. Prof. Abin Philip for their valuable advice and technical assistance. REFERENCES [1] Skiada, Roxani & Soroniati, Eva & Gardeli, Anna & Zissis, Dimitris. (2014). EasyLexia 2.0: Redesigning our mobile application for children with learning difficulties. Themes in Science and Technology Education. 7. pp-119. [2] Berninger, Virginia W. “Understanding the 'Lexia' in Dyslexia: A Multidisciplinary Team Approach to Learning Disabilities.” Annals of Dyslexia, vol. 51, 2001, pp. 23–48. JSTOR, www.jstor.org/stable/23765361. Accessed 5 Feb. 2020. [3] Berninger, V. (2001). Understanding the 'Lexia' in Dyslexia: A Multidisciplinary Team Approach to Learning Disabilities. Annals of Dyslexia, 51, 23-48. Retrieved February 5, 2020, from www.jstor.org/stable/23765361 [4] https://www.nessy.com/us/apps/dyslexiaquest [5] https://www.assistiveware.com/products/proloquo2go [6] J.Boucher. Language development in autism. International Journal of Pediatric Otorhinolaryngology, 67:159–163, 2003. [7] S.S. Nagarajan and et al. Speech modifications algorithms used for training language learning-impaired children.IEEE Transactions on Rehabilitation Engineering, 6:257–268, 1998. 3. CONCLUSION