Contribuições dos jogos digitais na alfabetização de crianças com dificuldades de aprendizagem: aplicativo do método “aprender brincando” e a abordagem do Desenho Universal para Aprendizagem (DUA)

Loading...
Thumbnail Image

Journal Title

Journal ISSN

Volume Title

Publisher

Universidade Estadual de Ponta Grossa

Abstract

The main objective of this research is to contribute to the literacy process through the elaboration of a game through the teaching and learning processes. It is an application format based on the "Learning by Playing" methodology by the author Claudia Mara that considers the principles of Universal Design for Learning (UDL), from a playful proposal and student interaction with digital technologies. The research adopted a methodological approach based on a literature review, listing academic research, articles and literature related to the theme addressed that emphasize inclusive and inclusive design and adaptive solutions found in the databases of Scielo, Capes and Google Scholar. The searches were concentrated only in the last five years and used as descriptors: Digital games; Universal Design for Learning and Literacy, obtaining a total of 21 works, of which only 12 were selected based on the Inclusion Criteria (IC) and Exclusion Criteria (CE): (CI1): Research that addresses literacy in the early years of Elementary School; (CI2) Research that involves formal teaching spaces; (CI3): Research involving technological resources; (CE1): Full papers (CE2): Duplicate research, in which the older version was disregarded, had the information considered relevant for analysis extracted. The method or documentary research helped in the collection and analysis of official documents, laws and public policies, as well as manuals and information from games, educational software and solutions that currently exist. At the end, the test was carried out, being made available in application format to the teachers of the SEA rooms of the Municipal Education Network of the Municipality of Canoinhas-SC, and the considerations of the teachers were collected. Finally, it was found the relevance of this study to collaborate with teachers who live the experience of teaching combining technology with literacy methods, presenting them with new learning possibilities provided by the use of interactive electronic games and thus demonstrating their contributions in the acquisition of reading and writing, that is, in the literacy process.

Description

Citation

GOMES, Karina de Fatima. Contribuições dos jogos digitais na alfabetização de crianças com dificuldades de aprendizagem: Aplicativo do método “Aprender Brincando” sob a abordagem do Desenho Universal para a Aprendizagem (DUA). 2024. Dissertação (Mestrado Profissional em Educação Inclusiva em Rede Nacional) – Universidade Estadual de Ponta Grossa, Ponta Grossa, 2024 .

Endorsement

Review

Supplemented By

Referenced By

Creative Commons license

Except where otherwised noted, this item's license is described as Acesso Aberto