As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual

Detalhes bibliográficos
Autor(a) principal: Silva, Cristiane Gonçalves da
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Manancial - Repositório Digital da UFSM
dARK ID: ark:/26339/0013000005d24
Texto Completo: http://repositorio.ufsm.br/handle/1/31598
Resumo: This study, linked to the Special Education, Inclusion and Difference research line of the Postgraduate Program in Education (PPGE) and the Interdisciplinary Research Group in Education, at the Federal University of Santa Maria, starts from the following guiding question: how does GraphoGame Does it contribute to the learning of students with Intellectual Disabilities? Therefore, the general objective is to analyze the potential of using GraphoGame in the learning of students with Intellectual Disabilities. The methodology is characterized as qualitative research, of a basic nature, exploratory and descriptive and in terms of methodological procedures as participatory research. The subjects are students with intellectual disabilities, who attend the Specialized Educational Service, from the 2nd to the 7th year of Elementary School, aged between seven and fifteen. For data collection, participant observation will be used, through the field diary, where students will be observed while applying the GraphoGame game. The data will be produced using the Intera methodology, which consists of: Pre-Assessment (Phonological Awareness Assessment Test - Form A), Application Application (Interactions with the GraphoGame game) and Post-Evaluation (Phonological Awareness Assessment Test - Form B). The analysis of the results of this investigation will be a qualitative analysis. The study is important because it presents results related to the use of the GraphoGame application in the learning of students with intellectual disabilities, considering the potential in the reading processes. With this, it will be able to contribute to remedying the lack of research that proves the effectiveness of using the application in Brazil, a country that is part of the world ranking in downloads. Finally, it can be seen from the discussion of the results and data analysis that the GraphoGame application is a potential learning tool to assist teachers in their planning during the literacy process for students with Intellectual Disabilities. It can contribute to the development of phonological awareness and stimulate the act of learning through its technological, playful and pleasurable characteristics.
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spelling As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectualThe potentials of using the GraphoGame application for students with intellectual disabilitiesAplicativoAprendizagemLeitura e escritaDeficiência intelectualApplicationLearningReading and writingIntellectual disabilityCNPQ::CIENCIAS HUMANAS::EDUCACAOThis study, linked to the Special Education, Inclusion and Difference research line of the Postgraduate Program in Education (PPGE) and the Interdisciplinary Research Group in Education, at the Federal University of Santa Maria, starts from the following guiding question: how does GraphoGame Does it contribute to the learning of students with Intellectual Disabilities? Therefore, the general objective is to analyze the potential of using GraphoGame in the learning of students with Intellectual Disabilities. The methodology is characterized as qualitative research, of a basic nature, exploratory and descriptive and in terms of methodological procedures as participatory research. The subjects are students with intellectual disabilities, who attend the Specialized Educational Service, from the 2nd to the 7th year of Elementary School, aged between seven and fifteen. For data collection, participant observation will be used, through the field diary, where students will be observed while applying the GraphoGame game. The data will be produced using the Intera methodology, which consists of: Pre-Assessment (Phonological Awareness Assessment Test - Form A), Application Application (Interactions with the GraphoGame game) and Post-Evaluation (Phonological Awareness Assessment Test - Form B). The analysis of the results of this investigation will be a qualitative analysis. The study is important because it presents results related to the use of the GraphoGame application in the learning of students with intellectual disabilities, considering the potential in the reading processes. With this, it will be able to contribute to remedying the lack of research that proves the effectiveness of using the application in Brazil, a country that is part of the world ranking in downloads. Finally, it can be seen from the discussion of the results and data analysis that the GraphoGame application is a potential learning tool to assist teachers in their planning during the literacy process for students with Intellectual Disabilities. It can contribute to the development of phonological awareness and stimulate the act of learning through its technological, playful and pleasurable characteristics.Este estudo, vinculado à linha de pesquisa Educação Especial, Inclusão e Diferença do Programa de Pós-Graduação em Educação (PPGE) e do Grupo de Pesquisa Interdisciplinar em Educação, da Universidade Federal de Santa Maria, parte da seguinte questão norteadora: como o GraphoGame colabora para a aprendizagem de estudantes com Deficiência Intelectual? Diante disso, o objetivo geral é analisar as potencialidades do uso do GraphoGame na aprendizagem de estudantes com Deficiência Intelectual. A metodologia caracteriza-se como pesquisa qualitativa, de natureza básica, do tipo exploratória e descritiva e quanto aos procedimentos metodológicos como pesquisa participante. Os sujeitos são estudantes com deficiência intelectual, que frequentam o Atendimento Educacional Especializado, do 3º ao 7º ano do Ensino Fundamental com idades entre oito e quinze anos. Para o levantamento de dados, foi utilizada a observação participante, por meio do diário de campo, onde os estudantes foram observados durante a aplicação do jogo GraphoGame. Os dados foram produzidos a partir da metodologia Intera, que consiste em: Pré-Avaliação (Prova de Avaliação da Consciência Fonológica -Forma A), Aplicação do aplicativo (Interações com o jogo GraphoGame) e Pós-Avaliação (Prova de Avaliação da Consciência Fonológica - Forma B). A análise dos dados desta investigação é qualitativa. O estudo torna-se importante por apresentar dados relacionados ao uso do aplicativo GraphoGame na aprendizagem dos estudantes com deficiência intelectual, considerando as potencialidades nos processos de leitura. Com isso, poderá cooperar para sanar a carência de pesquisas que comprovem a eficácia da utilização do aplicativo no Brasil, país integrante do ranking mundial em downloads. Por fim, pode-se constatar a partir da discussão dos resultados e análise dos dados que o aplicativo GraphoGame se configura uma ferramenta potencial de aprendizagem para auxiliar o professor em seu planejamento durante o processo de alfabetização de estudantes com Deficiência Intelectual. Pois, pode contribuir para o desenvolvimento da consciência fonológica e estimular o ato de aprender por meio de sua característica tecnológica, lúdica e prazerosa.Universidade Federal de Santa MariaBrasilEducaçãoUFSMPrograma de Pós-Graduação em EducaçãoCentro de EducaçãoPavão, Ana Cláudia Oliveirahttp://lattes.cnpq.br/7103505448590793Picada, Ângela Balbina NevesBridi, Fabiane Romano de SouzaSilva, Cristiane Gonçalves da2024-03-01T12:28:01Z2024-03-01T12:28:01Z2023-11-08info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://repositorio.ufsm.br/handle/1/31598ark:/26339/0013000005d24porAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSM2024-03-01T12:28:29Zoai:repositorio.ufsm.br:1/31598Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/ONGhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.comopendoar:2024-03-01T12:28:29Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false
dc.title.none.fl_str_mv As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual
The potentials of using the GraphoGame application for students with intellectual disabilities
title As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual
spellingShingle As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual
Silva, Cristiane Gonçalves da
Aplicativo
Aprendizagem
Leitura e escrita
Deficiência intelectual
Application
Learning
Reading and writing
Intellectual disability
CNPQ::CIENCIAS HUMANAS::EDUCACAO
title_short As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual
title_full As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual
title_fullStr As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual
title_full_unstemmed As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual
title_sort As potencialidades do uso do aplicativo GraphoGame para os estudantes com deficiência intelectual
author Silva, Cristiane Gonçalves da
author_facet Silva, Cristiane Gonçalves da
author_role author
dc.contributor.none.fl_str_mv Pavão, Ana Cláudia Oliveira
http://lattes.cnpq.br/7103505448590793
Picada, Ângela Balbina Neves
Bridi, Fabiane Romano de Souza
dc.contributor.author.fl_str_mv Silva, Cristiane Gonçalves da
dc.subject.por.fl_str_mv Aplicativo
Aprendizagem
Leitura e escrita
Deficiência intelectual
Application
Learning
Reading and writing
Intellectual disability
CNPQ::CIENCIAS HUMANAS::EDUCACAO
topic Aplicativo
Aprendizagem
Leitura e escrita
Deficiência intelectual
Application
Learning
Reading and writing
Intellectual disability
CNPQ::CIENCIAS HUMANAS::EDUCACAO
description This study, linked to the Special Education, Inclusion and Difference research line of the Postgraduate Program in Education (PPGE) and the Interdisciplinary Research Group in Education, at the Federal University of Santa Maria, starts from the following guiding question: how does GraphoGame Does it contribute to the learning of students with Intellectual Disabilities? Therefore, the general objective is to analyze the potential of using GraphoGame in the learning of students with Intellectual Disabilities. The methodology is characterized as qualitative research, of a basic nature, exploratory and descriptive and in terms of methodological procedures as participatory research. The subjects are students with intellectual disabilities, who attend the Specialized Educational Service, from the 2nd to the 7th year of Elementary School, aged between seven and fifteen. For data collection, participant observation will be used, through the field diary, where students will be observed while applying the GraphoGame game. The data will be produced using the Intera methodology, which consists of: Pre-Assessment (Phonological Awareness Assessment Test - Form A), Application Application (Interactions with the GraphoGame game) and Post-Evaluation (Phonological Awareness Assessment Test - Form B). The analysis of the results of this investigation will be a qualitative analysis. The study is important because it presents results related to the use of the GraphoGame application in the learning of students with intellectual disabilities, considering the potential in the reading processes. With this, it will be able to contribute to remedying the lack of research that proves the effectiveness of using the application in Brazil, a country that is part of the world ranking in downloads. Finally, it can be seen from the discussion of the results and data analysis that the GraphoGame application is a potential learning tool to assist teachers in their planning during the literacy process for students with Intellectual Disabilities. It can contribute to the development of phonological awareness and stimulate the act of learning through its technological, playful and pleasurable characteristics.
publishDate 2023
dc.date.none.fl_str_mv 2023-11-08
2024-03-01T12:28:01Z
2024-03-01T12:28:01Z
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.uri.fl_str_mv http://repositorio.ufsm.br/handle/1/31598
dc.identifier.dark.fl_str_mv ark:/26339/0013000005d24
url http://repositorio.ufsm.br/handle/1/31598
identifier_str_mv ark:/26339/0013000005d24
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Santa Maria
Brasil
Educação
UFSM
Programa de Pós-Graduação em Educação
Centro de Educação
publisher.none.fl_str_mv Universidade Federal de Santa Maria
Brasil
Educação
UFSM
Programa de Pós-Graduação em Educação
Centro de Educação
dc.source.none.fl_str_mv reponame:Manancial - Repositório Digital da UFSM
instname:Universidade Federal de Santa Maria (UFSM)
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institution UFSM
reponame_str Manancial - Repositório Digital da UFSM
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repository.mail.fl_str_mv atendimento.sib@ufsm.br||tedebc@gmail.com
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