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  1. Início
  2. Pesquisar por Autor

Navegando por Autor "Ferreira, Simone"

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    Jogos digitais como recurso de tecnologia assistiva na alfabetização de alunos com transtorno do espectro autista
    (Universidade Estadual do Paraná, 2022-09-22) Ferreira, Simone; Hummel, Eromi Izabel; Cunha, Rosemyriam Ribeiro dos Santos; https://lattes.cnpq.br/0536970443232460; https://lattes.cnpq.br/0729013084742634; https://lattes.cnpq.br/9636509964497656; Hummel, Eromi Izabel; https://lattes.cnpq.br/0729013084742634; Cunha, Rosemyriam Ribeiro dos Santos; https://lattes.cnpq.br/0536970443232460; França, Denise Maria Vaz Romano; https://lattes.cnpq.br/7070068190380218; Silva, Ricardo Desidério da; https://lattes.cnpq.br/0871407652290726; Oliveira Júnior, Isaias Batista de; https://lattes.cnpq.br/5323133721973971
    Currently, there is a debate about an inclusive school in which everyone has the right to receive a quality education. To this end, some strategies can be adopted, such as the use of Active Methodologies in Education and the use of Assistive Technology. Among these strategies are the educational digital games, which are part of educational proposals that are increasingly present in the daily lives of our students and, consequently, bring benefits to students targeted for special education, as the games provide a motivating learning environment. Thus, this study aims to identify in what aspects educational digital games favor the literacy process of students with Autism Spectrum Disorder - ASD, since there is a growing number of students with ASD in schools. To answer this goal, the research will rely on a qualitative, descriptive and bibliographic research. Therefore, six teachers who work in the Municipal Education Network in the Early Years of Elementary School analyzed six educational digital games that deal with the literacy of children with or without ASD, through the Protocol for the Analysis of Educational Digital Games, developed in this work. After analyzing the results of this study, it was found that educational digital games contribute to the learning process of ASD students. Through this work, a technological guide was developed, in interactive e-book format, for educators who wish to work with educational digital games for children with ASD in the literacy phase.

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