Cognitive neuroscience: improvement of autonomous thinking in reading through video games

Detalhes bibliográficos
Autor(a) principal: Aguadero Ruiz, Paula
Data de Publicação: 2022
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Texto livre
Texto Completo: https://periodicos.ufmg.br/index.php/textolivre/article/view/40506
Resumo: With the objective to demonstrate the real hidden capacities of reading in students with difficulties of learning such as dyslexia with the use of videogames, we have carried out a study with grammar education students. In order to do this, we have revised some literature to present and justify the real case study of an 8-year-old child with reading difficulties. Videogames have been used to show how he has improved his learning. To do this, we have tested his capacities with a standarized reading test (DIP-le) and we have done a follow-up with a videogame called DytectiveU, which is supposed to overcome his dyslexia. We have verified, with he same test, that the more the child plays this game, the better reading capabilities and abilities he develops. Finally, we demonstrate and verify the benefits of using videogames in psycopedagogical diagnosis and psycopedagogical tracing. We expect to increase the use of videogames in psycopedagogical clinics due to their great benefits.
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spelling Cognitive neuroscience: improvement of autonomous thinking in reading through video gamesNeurociência cognitiva: melhoria do pensamento autônomo na leitura através de videogamesInovaçãoLeituraDificuldades de leituraVideogamesPensamento autônomoInnovationReadingReading difficultiesVideogamesAutonomous thinkingWith the objective to demonstrate the real hidden capacities of reading in students with difficulties of learning such as dyslexia with the use of videogames, we have carried out a study with grammar education students. In order to do this, we have revised some literature to present and justify the real case study of an 8-year-old child with reading difficulties. Videogames have been used to show how he has improved his learning. To do this, we have tested his capacities with a standarized reading test (DIP-le) and we have done a follow-up with a videogame called DytectiveU, which is supposed to overcome his dyslexia. We have verified, with he same test, that the more the child plays this game, the better reading capabilities and abilities he develops. Finally, we demonstrate and verify the benefits of using videogames in psycopedagogical diagnosis and psycopedagogical tracing. We expect to increase the use of videogames in psycopedagogical clinics due to their great benefits.Com o objetivo de demonstrar as altas capacidades de leitura em alunos com dificuldades de aprendizagem, como a dislexia com o uso de videogames, realizamos uma pesquisa com alunos do Ensino Fundamental. Para isso, revisamos parte da literatura a fim de apresentar e justificar um estudo de caso real de uma criança de oito anos com dificuldades de leitura. Os videogames têm sido usados para constatar como ele melhorou seu aprendizado. Para isso, testamos suas capacidades com um teste padronizado (DIP-le) de leitura e fizemos um acompanhamento com um videogame chamado DytectiveU, que deve superar sua dislexia. Constatamos com o mesmo teste que quanto mais a criança joga esse jogo, melhores capacidades e habilidades de leitura ela desenvolve. Por fim, demonstramos e constatamos os benefícios do uso de videogames no diagnóstico psicopedagógico e no rastreamento psicopedagógico. Esperamos aumentar o uso de videogames nas clínicas psicopedagógicas devido aos seus grandes benefícios.Universidade Federal de Minas Gerais2022-09-21info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufmg.br/index.php/textolivre/article/view/4050610.35699/1983-3652.2022.40506Texto Livre; Vol. 15 (2022): Texto Livre: Linguagem e Tecnologia ; e40506Texto Livre; Vol. 15 (2022): Texto Livre: Linguagem e Tecnologia ; e40506Texto Livre; Vol. 15 (2022): Texto Livre: Linguagem e Tecnologia ; e40506Texto Livre; v. 15 (2022): Texto Livre: Linguagem e Tecnologia ; e405061983-3652reponame:Texto livreinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGenghttps://periodicos.ufmg.br/index.php/textolivre/article/view/40506/31448Copyright (c) 2022 Paula Aguadero Ruizhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessAguadero Ruiz, Paula2024-07-05T10:59:10Zoai:periodicos.ufmg.br:article/40506Revistahttp://www.periodicos.letras.ufmg.br/index.php/textolivrePUBhttps://periodicos.ufmg.br/index.php/textolivre/oairevistatextolivre@letras.ufmg.br1983-36521983-3652opendoar:2024-07-05T10:59:10Texto livre - Universidade Federal de Minas Gerais (UFMG)false
dc.title.none.fl_str_mv Cognitive neuroscience: improvement of autonomous thinking in reading through video games
Neurociência cognitiva: melhoria do pensamento autônomo na leitura através de videogames
title Cognitive neuroscience: improvement of autonomous thinking in reading through video games
spellingShingle Cognitive neuroscience: improvement of autonomous thinking in reading through video games
Aguadero Ruiz, Paula
Inovação
Leitura
Dificuldades de leitura
Videogames
Pensamento autônomo
Innovation
Reading
Reading difficulties
Videogames
Autonomous thinking
title_short Cognitive neuroscience: improvement of autonomous thinking in reading through video games
title_full Cognitive neuroscience: improvement of autonomous thinking in reading through video games
title_fullStr Cognitive neuroscience: improvement of autonomous thinking in reading through video games
title_full_unstemmed Cognitive neuroscience: improvement of autonomous thinking in reading through video games
title_sort Cognitive neuroscience: improvement of autonomous thinking in reading through video games
author Aguadero Ruiz, Paula
author_facet Aguadero Ruiz, Paula
author_role author
dc.contributor.author.fl_str_mv Aguadero Ruiz, Paula
dc.subject.por.fl_str_mv Inovação
Leitura
Dificuldades de leitura
Videogames
Pensamento autônomo
Innovation
Reading
Reading difficulties
Videogames
Autonomous thinking
topic Inovação
Leitura
Dificuldades de leitura
Videogames
Pensamento autônomo
Innovation
Reading
Reading difficulties
Videogames
Autonomous thinking
description With the objective to demonstrate the real hidden capacities of reading in students with difficulties of learning such as dyslexia with the use of videogames, we have carried out a study with grammar education students. In order to do this, we have revised some literature to present and justify the real case study of an 8-year-old child with reading difficulties. Videogames have been used to show how he has improved his learning. To do this, we have tested his capacities with a standarized reading test (DIP-le) and we have done a follow-up with a videogame called DytectiveU, which is supposed to overcome his dyslexia. We have verified, with he same test, that the more the child plays this game, the better reading capabilities and abilities he develops. Finally, we demonstrate and verify the benefits of using videogames in psycopedagogical diagnosis and psycopedagogical tracing. We expect to increase the use of videogames in psycopedagogical clinics due to their great benefits.
publishDate 2022
dc.date.none.fl_str_mv 2022-09-21
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.ufmg.br/index.php/textolivre/article/view/40506
10.35699/1983-3652.2022.40506
url https://periodicos.ufmg.br/index.php/textolivre/article/view/40506
identifier_str_mv 10.35699/1983-3652.2022.40506
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://periodicos.ufmg.br/index.php/textolivre/article/view/40506/31448
dc.rights.driver.fl_str_mv Copyright (c) 2022 Paula Aguadero Ruiz
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2022 Paula Aguadero Ruiz
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Minas Gerais
publisher.none.fl_str_mv Universidade Federal de Minas Gerais
dc.source.none.fl_str_mv Texto Livre; Vol. 15 (2022): Texto Livre: Linguagem e Tecnologia ; e40506
Texto Livre; Vol. 15 (2022): Texto Livre: Linguagem e Tecnologia ; e40506
Texto Livre; Vol. 15 (2022): Texto Livre: Linguagem e Tecnologia ; e40506
Texto Livre; v. 15 (2022): Texto Livre: Linguagem e Tecnologia ; e40506
1983-3652
reponame:Texto livre
instname:Universidade Federal de Minas Gerais (UFMG)
instacron:UFMG
instname_str Universidade Federal de Minas Gerais (UFMG)
instacron_str UFMG
institution UFMG
reponame_str Texto livre
collection Texto livre
repository.name.fl_str_mv Texto livre - Universidade Federal de Minas Gerais (UFMG)
repository.mail.fl_str_mv revistatextolivre@letras.ufmg.br
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