Banca de QUALIFICAÇÃO: DANIEL FELIPE DANTAS PEREIRA

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
STUDENT : DANIEL FELIPE DANTAS PEREIRA
DATE: 11/12/2024
TIME: 14:00
LOCAL: Sala B203 no CIVT/IMD
TITLE:

Motor accessibility evaluation of digital educational games


KEY WORDS:

Motor disability; Games; Education; Evaluation; Accessibility.


PAGES: 76
BIG AREA: Ciências Exatas e da Terra
AREA: Ciência da Computação
SUMMARY:

Brazil had around 101 million players in digital world in 2022, being the fifth largest country in the electronic games market in number of consumers, according to Newzoo. The interactive nature of digital games with their players allows them to be easily included in teaching and learning processes. There are initiatives both in the market and in academia for digital educational games. Despite being a very large and valuable industry, the accessibility of educational games is still little researched. Most educational games do not seem to develop initiatives to promote accessibility, particularly considering motor disabilities, which are the focus of this work. Those that address accessibility probably still have a lot of room for improvement. In the field of education, the 2023 School Census revealed that 1,771,430 students enrolled in public and private schools in Brazil have some type of disability. Of these, 163,790 students have some type of physical disability. In addition, accessibility is guaranteed by Brazilian legislation, such as the Brazilian Law for the Inclusion of Persons with Disabilities. In this context, the general objective of this research is to evaluate motor accessibility of digital games that can be used for educational purposes. It was divided into the following specific objectives: (1) to analyze the player's movements when interacting with educational games considering motor accessibility. (2) to evaluate the accessibility of educational games based on the Xbox Accessibility Guidelines and Game Accessibility Guidelines. To this end, a descriptive exploratory research was conducted, mostly quantitative, centered on the case study method. The case studied was formed by a set of 33 free educational digital games in Portuguese, which can be used for the study of Portuguese, Mathematics, Computational Thinking, Sciences, Geography, History and Arts. The research was organized in three stages. The first two use an interface inspection method of digital games to investigate each specific objective. The final stage is dedicated to developing the technical product of this research, which will probably be a manual to help teachers choose accessible games for students with motor disabilities. This work can bring a positive social impact to the inclusion of students with motor disabilities in pedagogical activities with digital educational games, offering equal opportunities to learn and socialize with digital games compared to other students without disabilities.


COMMITTEE MEMBERS:
Presidente - 1976579 - BRUNO SANTANA DA SILVA
Interna - 2451906 - ADJA FERREIRA DE ANDRADE
Interna - 2292957 - ARLETE DOS SANTOS PETRY
Externo à Instituição - ENRIC GRANZOTTO LLAGOSTERA
Notícia cadastrada em: 25/11/2024 17:44
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