Cognitive neuroscience: improvement of autonomous thinking in reading through video games
Autor(a) principal: | |
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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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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 |
_version_ |
1814256385709309952 |