A gamificação no processo de aprendizagem de LIBRAS
Autor(a) principal: | |
---|---|
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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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 |
format |
masterThesis |
status_str |
publishedVersion |
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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Pontifícia Universidade Católica de São Paulo |
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Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital |
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PUC-SP |
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Brasil |
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Faculdade de Filosofia, Comunicação, Letras e Artes |
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Pontifícia Universidade Católica de São Paulo |
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