Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual
Autor(a) principal: | |
---|---|
Data de Publicação: | 2018 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Institucional da UFSCAR |
Texto Completo: | https://repositorio.ufscar.br/handle/ufscar/11477 |
Resumo: | The use of games as educational resources has been consolidated in recent years, due to the characteristics of these tools, which has the potential to promote active learning along with fun, immersion and challenge. These resources are in some way more related to the way people from current generations learn, once they have been born immersed in digital technologies. As educational resources, it is important that they are accessible to all people, so that their embrancing does not result in the exclusion of some group of people. Given that the main form of interaction used in games is visual, the research process was started on how to create good educational videogames that are accessible to people with visual impairments. The objective of this project is to propose a set of recommendations EduGameAccess, that integrated educational, playability and accessibility aspects for people with visual impairments. This set, or list, was conceived from three consolidated sets of recommendations, selected from a literature review: GAG (2012), PLAY (2009) and Gee Learning Principles (2009). The following scientific procedures and methods were utilised in the research for the construction of the integrated set EduGameAccess: (i) literature review; (ii) evaluation of two accessible videogames developed from an initial set of recommendations; (iii) a case study that permitted an observation of the development process for two educational and accessible games, by a team of game developers. The set under construction was used in all and every stages of the development process, make possible to perform various refinement cycles of the proposed recommendations. In the end, evaluations of the produced games were conducted, following three methods: (i) evaluation by 7 or 8 specialists using the set EduGameAccess; (ii) usability and accessibility tests with users; (iii) evaluation using the eGameFlow, made by 17 or 18 users (5 with no visual impairments, 5 with low vision, 4 or 5 colour blinders and 3 blind). The evaluations made by the experts, using the proposed set, indicated a good convergency in the evaluation of the majority of the recommendation as well as a good understanding of them. The expert's evaluation of the games also pointed out that the most of the recommendations could be satisfactorily fulfilled. Evaluations with users (gameplay / accessibility tests eGameFlow) have showed results very close to the ones obtained with the experts' evaluations, which initially confirms the viability and validity of the set, to help with the educational games development, game that have good playability, are accessible and playable to people with or without visual impairments. |
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Fontoura Junior, Paulo Henrique FerreiraOtsuka, Joice Leehttp://lattes.cnpq.br/8235968002513082http://lattes.cnpq.br/28483673427568948fb0143b-973c-46da-9bd0-a9c692da4e302019-07-05T12:23:33Z2019-07-05T12:23:33Z2018-11-05FONTOURA JUNIOR, Paulo Henrique Ferreira. Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual. 2018. Dissertação (Mestrado em Ciência da Computação) – Universidade Federal de São Carlos, São Carlos, 2018. Disponível em: https://repositorio.ufscar.br/handle/ufscar/11477.https://repositorio.ufscar.br/handle/ufscar/11477The use of games as educational resources has been consolidated in recent years, due to the characteristics of these tools, which has the potential to promote active learning along with fun, immersion and challenge. These resources are in some way more related to the way people from current generations learn, once they have been born immersed in digital technologies. As educational resources, it is important that they are accessible to all people, so that their embrancing does not result in the exclusion of some group of people. Given that the main form of interaction used in games is visual, the research process was started on how to create good educational videogames that are accessible to people with visual impairments. The objective of this project is to propose a set of recommendations EduGameAccess, that integrated educational, playability and accessibility aspects for people with visual impairments. This set, or list, was conceived from three consolidated sets of recommendations, selected from a literature review: GAG (2012), PLAY (2009) and Gee Learning Principles (2009). The following scientific procedures and methods were utilised in the research for the construction of the integrated set EduGameAccess: (i) literature review; (ii) evaluation of two accessible videogames developed from an initial set of recommendations; (iii) a case study that permitted an observation of the development process for two educational and accessible games, by a team of game developers. The set under construction was used in all and every stages of the development process, make possible to perform various refinement cycles of the proposed recommendations. In the end, evaluations of the produced games were conducted, following three methods: (i) evaluation by 7 or 8 specialists using the set EduGameAccess; (ii) usability and accessibility tests with users; (iii) evaluation using the eGameFlow, made by 17 or 18 users (5 with no visual impairments, 5 with low vision, 4 or 5 colour blinders and 3 blind). The evaluations made by the experts, using the proposed set, indicated a good convergency in the evaluation of the majority of the recommendation as well as a good understanding of them. The expert's evaluation of the games also pointed out that the most of the recommendations could be satisfactorily fulfilled. Evaluations with users (gameplay / accessibility tests eGameFlow) have showed results very close to the ones obtained with the experts' evaluations, which initially confirms the viability and validity of the set, to help with the educational games development, game that have good playability, are accessible and playable to people with or without visual impairments.A utilização de jogos como recursos educacionais se consolidou nos últimos anos, devido às características desses recursos, que têm o potencial de promover aprendizagem ativa junto com diversão, imersão e desafio. Esses recursos estão mais alinhados com a forma de aprender das gerações atuais, que já nasceram imersas em tecnologias digitais. Como recursos educacionais, é importante que sejam acessíveis a todas as pessoas, para que a sua adoção não resulte na exclusão de algumas pessoas. Tendo em vista que a principal forma de interação utilizada nos jogos é visual, iniciou-se o processo de pesquisa sobre como criar bons jogos educacionais que sejam acessíveis para pessoas com deficiência visual. O objetivo deste projeto foi propor o conjunto de recomendações EduGameAccess, que integra aspectos educacionais, de jogabilidade e de acessibilidade para pessoas com deficiência visual. Esse conjunto foi concebido a partir de três conjuntos de recomendações já consolidados, selecionados a partir da revisão da literatura: GAG (2012), PLAY (2009) e Princípios de Gee (2009). Os seguintes procedimentos e métodos científicos foram utilizados na pesquisa para a construção do conjunto integrado EduGameAccess: (i) revisão da literatura; (ii) avaliação de dois jogos acessíveis existentes utilizando um conjunto inicial, (iii) estudo de caso que possibilitou a observação do processo de desenvolvimento de dois jogos educacionais acessíveis por uma equipe de desenvolvimento de jogos. O conjunto em construção foi utilizado em todas as etapas do processo de desenvolvimento, possibilitando vários ciclos de refinamento das recomendações propostas. Ao final, foram conduzidas avaliações dos jogos produzidos, seguindo três métodos: (i) avaliação por pelo menos 7 especialistas utilizando o conjunto EduGameAccess; (ii) testes de usabilidade e acessibilidade com pelo menos 17 usuários (5 sem deficiência visual, 5 com baixa visão, 4 a 5 daltônicos e 3 cegos); (iii) avaliação utilizando o eGameFlow com os participantes dos testes. As avaliações pelos especialistas usando o conjunto proposto apontaram uma boa convergência na avaliação da maioria das recomendações e bom entendimento das recomendações. A avaliação dos jogos pelos especialistas apontou também que a maioria das recomendações pôde ser atendida satisfatoriamente. As avaliações com usuários (testes de jogabilidade / acessibilidade eGameFlow) mostraram resultados bem próximos dos resultados obtidos com as avaliações dos especialistas, o que confirma inicialmente a viabilidade e validade do conjunto para apoiar o desenvolvimento de jogos educacionais com boa jogabilidade e acessíveis tanto para pessoas com deficiência visual quanto para pessoas sem deficiência visual.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)porUniversidade Federal de São CarlosCâmpus São CarlosPrograma de Pós-Graduação em Ciência da Computação - PPGCCUFSCarJogos educacionaisAcessibilidadeDeficiência visualJogabilidadeDesign inclusivoEducational gamesAccessibilityPlayabilityInclusive designCIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAORecomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visualRecommendations for the development of educational games: aspects for the inclusion of people with visual impairmentinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisOnlinecf660412-ffb6-40d7-9bd9-a6dece024f1dinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSCARinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARORIGINALdissertacaopaulohenriqueffjunior-VF.pdfdissertacaopaulohenriqueffjunior-VF.pdfDissertação de mestradoapplication/pdf2559897https://repositorio.ufscar.br/bitstream/ufscar/11477/1/dissertacaopaulohenriqueffjunior-VF.pdff28c3dce88711c6e559b1b67eead2ab5MD51LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv |
Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual |
dc.title.alternative.eng.fl_str_mv |
Recommendations for the development of educational games: aspects for the inclusion of people with visual impairment |
title |
Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual |
spellingShingle |
Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual Fontoura Junior, Paulo Henrique Ferreira Jogos educacionais Acessibilidade Deficiência visual Jogabilidade Design inclusivo Educational games Accessibility Playability Inclusive design CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
title_short |
Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual |
title_full |
Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual |
title_fullStr |
Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual |
title_full_unstemmed |
Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual |
title_sort |
Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual |
author |
Fontoura Junior, Paulo Henrique Ferreira |
author_facet |
Fontoura Junior, Paulo Henrique Ferreira |
author_role |
author |
dc.contributor.authorlattes.por.fl_str_mv |
http://lattes.cnpq.br/2848367342756894 |
dc.contributor.author.fl_str_mv |
Fontoura Junior, Paulo Henrique Ferreira |
dc.contributor.advisor1.fl_str_mv |
Otsuka, Joice Lee |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/8235968002513082 |
dc.contributor.authorID.fl_str_mv |
8fb0143b-973c-46da-9bd0-a9c692da4e30 |
contributor_str_mv |
Otsuka, Joice Lee |
dc.subject.por.fl_str_mv |
Jogos educacionais Acessibilidade Deficiência visual Jogabilidade Design inclusivo |
topic |
Jogos educacionais Acessibilidade Deficiência visual Jogabilidade Design inclusivo Educational games Accessibility Playability Inclusive design CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
dc.subject.eng.fl_str_mv |
Educational games Accessibility Playability Inclusive design |
dc.subject.cnpq.fl_str_mv |
CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
description |
The use of games as educational resources has been consolidated in recent years, due to the characteristics of these tools, which has the potential to promote active learning along with fun, immersion and challenge. These resources are in some way more related to the way people from current generations learn, once they have been born immersed in digital technologies. As educational resources, it is important that they are accessible to all people, so that their embrancing does not result in the exclusion of some group of people. Given that the main form of interaction used in games is visual, the research process was started on how to create good educational videogames that are accessible to people with visual impairments. The objective of this project is to propose a set of recommendations EduGameAccess, that integrated educational, playability and accessibility aspects for people with visual impairments. This set, or list, was conceived from three consolidated sets of recommendations, selected from a literature review: GAG (2012), PLAY (2009) and Gee Learning Principles (2009). The following scientific procedures and methods were utilised in the research for the construction of the integrated set EduGameAccess: (i) literature review; (ii) evaluation of two accessible videogames developed from an initial set of recommendations; (iii) a case study that permitted an observation of the development process for two educational and accessible games, by a team of game developers. The set under construction was used in all and every stages of the development process, make possible to perform various refinement cycles of the proposed recommendations. In the end, evaluations of the produced games were conducted, following three methods: (i) evaluation by 7 or 8 specialists using the set EduGameAccess; (ii) usability and accessibility tests with users; (iii) evaluation using the eGameFlow, made by 17 or 18 users (5 with no visual impairments, 5 with low vision, 4 or 5 colour blinders and 3 blind). The evaluations made by the experts, using the proposed set, indicated a good convergency in the evaluation of the majority of the recommendation as well as a good understanding of them. The expert's evaluation of the games also pointed out that the most of the recommendations could be satisfactorily fulfilled. Evaluations with users (gameplay / accessibility tests eGameFlow) have showed results very close to the ones obtained with the experts' evaluations, which initially confirms the viability and validity of the set, to help with the educational games development, game that have good playability, are accessible and playable to people with or without visual impairments. |
publishDate |
2018 |
dc.date.issued.fl_str_mv |
2018-11-05 |
dc.date.accessioned.fl_str_mv |
2019-07-05T12:23:33Z |
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2019-07-05T12:23:33Z |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
dc.identifier.citation.fl_str_mv |
FONTOURA JUNIOR, Paulo Henrique Ferreira. Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual. 2018. Dissertação (Mestrado em Ciência da Computação) – Universidade Federal de São Carlos, São Carlos, 2018. Disponível em: https://repositorio.ufscar.br/handle/ufscar/11477. |
dc.identifier.uri.fl_str_mv |
https://repositorio.ufscar.br/handle/ufscar/11477 |
identifier_str_mv |
FONTOURA JUNIOR, Paulo Henrique Ferreira. Recomendações para o desenvolvimento de jogos educacionais: aspectos para a inclusão de pessoas com deficiência visual. 2018. Dissertação (Mestrado em Ciência da Computação) – Universidade Federal de São Carlos, São Carlos, 2018. Disponível em: https://repositorio.ufscar.br/handle/ufscar/11477. |
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https://repositorio.ufscar.br/handle/ufscar/11477 |
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Universidade Federal de São Carlos Câmpus São Carlos |
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Programa de Pós-Graduação em Ciência da Computação - PPGCC |
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UFSCar |
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Universidade Federal de São Carlos Câmpus São Carlos |
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