A gamificação no processo de aprendizagem de LIBRAS

Detalhes bibliográficos
Autor(a) principal: Rios, Lucas Tadeu Rosente
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/20663
Resumo: This research aims to study the development of gamified interfaces for bilingual literacy for deaf children, with LIBRAS as their first language and Portuguese as the second language. The study on the deaf individual was motivated by the need to know better the characteristics of the target audience of this research. We ought to explore the definition of deafness, how we classify hearing loss and the deaf individual, and the characteristics of this individual, especially children, in the emotional aspects, focus and attention, and acquisition of vocabulary. The research also has the focus of studying the process of bilingual literacy of the deaf subject and the difficulties presented during the learning. Also in this context, we seek to investigate the education and the bilingual literacy process of deaf children and to point out the main characteristics and difficulties in the teaching and learning of LIBRAS as first language and Portuguese as a second language. In a second moment, the research brings to the discussion the analysis and the application of gamification within the school context. We study the application of gamification within this teaching environment, trying to understand the difficulties, needs and effective learning opportunities that the use of games can provide. Finally, we propose a reflection on the influence of the use of these technologies on the behavior and social relation of the deaf individuals, as well as the survey of the main educational technologies developed exclusively for mobile devices with the intention of teaching LIBRAS. Also in this context, through the analysis of the researched material, we try to discuss and suggest some best practices for the development of educational game interfaces for this target audience
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spelling Basbaum, Sérgio Roclawhttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K8219906A2Rios, Lucas Tadeu Rosente2017-12-11T11:13:12Z2017-10-26Rios, Lucas Tadeu Rosente. A gamificação no processo de aprendizagem de LIBRAS. 2016. 94 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2016.https://tede2.pucsp.br/handle/handle/20663This research aims to study the development of gamified interfaces for bilingual literacy for deaf children, with LIBRAS as their first language and Portuguese as the second language. The study on the deaf individual was motivated by the need to know better the characteristics of the target audience of this research. We ought to explore the definition of deafness, how we classify hearing loss and the deaf individual, and the characteristics of this individual, especially children, in the emotional aspects, focus and attention, and acquisition of vocabulary. The research also has the focus of studying the process of bilingual literacy of the deaf subject and the difficulties presented during the learning. Also in this context, we seek to investigate the education and the bilingual literacy process of deaf children and to point out the main characteristics and difficulties in the teaching and learning of LIBRAS as first language and Portuguese as a second language. In a second moment, the research brings to the discussion the analysis and the application of gamification within the school context. We study the application of gamification within this teaching environment, trying to understand the difficulties, needs and effective learning opportunities that the use of games can provide. Finally, we propose a reflection on the influence of the use of these technologies on the behavior and social relation of the deaf individuals, as well as the survey of the main educational technologies developed exclusively for mobile devices with the intention of teaching LIBRAS. Also in this context, through the analysis of the researched material, we try to discuss and suggest some best practices for the development of educational game interfaces for this target audienceEsta pesquisa tem o objetivo de estudar o desenvolvimento de interfaces gamificadas para o letramento bilíngue para crianças surdas, tendo a LIBRAS como primeira língua, e o português como a segunda língua. O estudo sobre o indivíduo surdo foi motivado pela necessidade de conhecer melhor as características do público alvo desta pesquisa. Procuramos explorar a definição de surdez, o modo como classificamos a deficiência auditiva e o indivíduo surdo, e as características desse indivíduo, principalmente as crianças, nos aspectos emocionais, de foco e atenção e aquisição de vocabulário, por meio dos trabalhos de Santos e Molon. A pesquisa observa também o processo de letramento bilíngue do sujeito surdo e as dificuldades apresentadas durante o aprendizado, e neste contexto, procura investigar a educação e o processo de letramento bilíngue de crianças surdas, apontando para as principais características e dificuldades no ensino e aprendizagem de LIBRAS como primeira língua e o português como segunda língua, tendo como base Sales et al. Em um segundo momento, a pesquisa traz à discussão a análise e a aplicação da gamificação dentro do contexto escolar. Assim, estudamos a aplicação da gamificação dentro deste ambiente de ensino, procurando entender as dificuldades, necessidades e oportunidades efetivas de aprendizagem que o uso dos games podem proporcionar, explorando os trabalhos de Prietch e Korte, Poter e Nielsen. Por fim, propomos uma reflexão sobre a influência do uso dessas tecnologias no comportamento e na relação social dos indivíduos surdos, fazemos um levantamento de tecnologias educacionais desenvolvidas exclusivamente para dispositivos móveis com o intuito de ensinar LIBRAS, para finalmente sugerir algumas melhores práticas para o desenvolvimento de interfaces de jogos educativos para este público-alvoapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/44132/Lucas%20Tadeu%20Rosente%20Rios.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBrasilFaculdade de Filosofia, Comunicação, Letras e ArtesLíngua brasileira de sinaisGamificaçãoJogos educativosBrazilian Sign LanguageGamificationEducational gamesCNPQ::ENGENHARIASA gamificação no processo de aprendizagem de LIBRASinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTLucas Tadeu Rosente Rios.pdf.txtLucas Tadeu Rosente Rios.pdf.txtExtracted texttext/plain182892https://repositorio.pucsp.br/xmlui/bitstream/handle/20663/4/Lucas%20Tadeu%20Rosente%20Rios.pdf.txt264846caf646cf97180e9e63edb56ba7MD54LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv A gamificação no processo de aprendizagem de LIBRAS
title A gamificação no processo de aprendizagem de LIBRAS
spellingShingle A gamificação no processo de aprendizagem de LIBRAS
Rios, Lucas Tadeu Rosente
Língua brasileira de sinais
Gamificação
Jogos educativos
Brazilian Sign Language
Gamification
Educational games
CNPQ::ENGENHARIAS
title_short A gamificação no processo de aprendizagem de LIBRAS
title_full A gamificação no processo de aprendizagem de LIBRAS
title_fullStr A gamificação no processo de aprendizagem de LIBRAS
title_full_unstemmed A gamificação no processo de aprendizagem de LIBRAS
title_sort A gamificação no processo de aprendizagem de LIBRAS
author Rios, Lucas Tadeu Rosente
author_facet Rios, Lucas Tadeu Rosente
author_role author
dc.contributor.advisor1.fl_str_mv Basbaum, Sérgio Roclaw
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K8219906A2
dc.contributor.author.fl_str_mv Rios, Lucas Tadeu Rosente
contributor_str_mv Basbaum, Sérgio Roclaw
dc.subject.por.fl_str_mv Língua brasileira de sinais
Gamificação
Jogos educativos
topic Língua brasileira de sinais
Gamificação
Jogos educativos
Brazilian Sign Language
Gamification
Educational games
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Brazilian Sign Language
Gamification
Educational games
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description This research aims to study the development of gamified interfaces for bilingual literacy for deaf children, with LIBRAS as their first language and Portuguese as the second language. The study on the deaf individual was motivated by the need to know better the characteristics of the target audience of this research. We ought to explore the definition of deafness, how we classify hearing loss and the deaf individual, and the characteristics of this individual, especially children, in the emotional aspects, focus and attention, and acquisition of vocabulary. The research also has the focus of studying the process of bilingual literacy of the deaf subject and the difficulties presented during the learning. Also in this context, we seek to investigate the education and the bilingual literacy process of deaf children and to point out the main characteristics and difficulties in the teaching and learning of LIBRAS as first language and Portuguese as a second language. In a second moment, the research brings to the discussion the analysis and the application of gamification within the school context. We study the application of gamification within this teaching environment, trying to understand the difficulties, needs and effective learning opportunities that the use of games can provide. Finally, we propose a reflection on the influence of the use of these technologies on the behavior and social relation of the deaf individuals, as well as the survey of the main educational technologies developed exclusively for mobile devices with the intention of teaching LIBRAS. Also in this context, through the analysis of the researched material, we try to discuss and suggest some best practices for the development of educational game interfaces for this target audience
publishDate 2017
dc.date.accessioned.fl_str_mv 2017-12-11T11:13:12Z
dc.date.issued.fl_str_mv 2017-10-26
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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dc.identifier.citation.fl_str_mv Rios, Lucas Tadeu Rosente. A gamificação no processo de aprendizagem de LIBRAS. 2016. 94 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2016.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/20663
identifier_str_mv Rios, Lucas Tadeu Rosente. A gamificação no processo de aprendizagem de LIBRAS. 2016. 94 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2016.
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dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital
dc.publisher.initials.fl_str_mv PUC-SP
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Filosofia, Comunicação, Letras e Artes
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
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