Identification of educational digital games with motor accessibility for pedagogical activities
Motor disability; Games; Education; Evaluation; Accessibility.
Students with motor disabilities accounted for 163,790 or 0.35% of enrollments in Basic Education in Brazil in 2022. They need to be included in pedagogical activities on an equal basis with other students. This also applies to the use of games in education, requiring educators to plan inclusive pedagogical activities. The general objective of this work was to help educators identify digital educational games that are accessible to their students with motor disabilities in the upper limbs. A descriptive, exploratory, mostly quantitative study was conducted using the case study method. The case studied consisted of 33 digital educational games on Portuguese, Mathematics, Computational Thinking, Sciences, Geography, History, and Arts. In the first stage, two alternative procedures were proposed for identifying games with motor accessibility. In the second stage, the First Procedure proposed was executed for the 33 selected games. In the third stage, the same was done for the Second Procedure. In the fourth stage, the results and experiences of executing these procedures were compared in terms of time and cognitive effort required. The First Procedure was innovative because it focused the analysis on games commands and actions. The Second Procedure followed a traditional approach based on guidelines. The two proposed procedures can be used by educators during inclusive pedagogical planning at any level of education and in any curricular component, considering games on different platforms (smartphone, desktop, etc.). As a result of the comparison of these procedures execution, it is recommended to use the First Procedure because it is 2.72 times more efficient and appears to require less cognitive effort. The First Procedure identified 19 games (57.6%) classified as having a lower chance of being accessible, 8 games (24.2%) as having an intermediate chance, and 6 games (18.2%) as having a higher chance. In the Second Procedure, all 33 games analyzed were classified as having a lower chance of being accessible. The technical contributions were (1) a manual for identifying accessible educational digital games with the First Procedure and (2) a technical report of the results of Block 1 and 2 of the First Procedure for 33 games of the case study. This work can bring a positive social impact for students with motor disabilities inclusion in pedagogical activities with digital games, offering equal opportunities to learn and socialize these games compared to other students without disabilities.