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...
Date
Authors
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
