Game of Syllables - development of an application to aid school literacy
Abstract
This work presents the development of a game aimed at supporting the process of children's literacy in the second and third year of elementary school, as well as its application in the educational context. The game is part of the group of digital games designed specifically for children's literacy and differs from other similar works by presenting dynamic modules that incorporate the drag and drop game style supported by images and visual incentives that are part of children's learning routine.
Keywords:
Literacy, technology, digital game, learning
References
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An, D. Y., da Silva, C. D., Ribeiro, D. M. G., da Rocha, P. B. R., Maltinti, C., Nunes, V. B., e Fávero, R. (2013). Digita - um jogo educativo de apoio ao processo de alfabetização infantil. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), volume 24, página 154.
Boyd, L. E., Ringland, K. E., Faucett, H., Hiniker, A., Klein, K., Patel, K., e Hayes, G. R. (2017). Evaluating an iPad game to address overselectivity in preliterate AAC users with minimal verbal behavior. In Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, páginas 240–249.
Casare, A. R., Moraes, R. L., e Silva, C. G. (2017). Accessibility guidelines for the use of tablets by elderly: Evaluation of proposed changes to WCAG. In Proceedings of the XVI Brazilian Symposium on Human Factors in Computing Systems, páginas 1–10.
Machado, S. C. (2016). Análise sobre o uso das tecnologias digitais da informação e comunicação (TDICs) no processo educacional da geração internet. RENOTE, 14(2).
Patiño, D. H. C., Muñoz, L., Villarreal, V., e Pardo, C. (2022). A systematic review of the use of mobile applications and augmented reality for the education of children with autism spectrum disorder (ASD). In 2022 V Congreso Internacional en Inteligencia Ambiental, Ingeniería de Software y Salud Electrónica y Móvil (AmITIC), páginas 1–7. IEEE.
Siedler, M., Zen, E., Cardoso, R., e Tavares, T. (2022). Assistive technology as an aid to individuals with autism spectrum disorder: A systematic literature mapping. WebMedia '22, página 244–252, New York, NY, USA. Association for Computing Machinery.
Siedler, M. S., Cardoso, R. C., Pinto, L. A., Tavares, T. A., e Primo, T. T. (2023). Entretenimento e aprendizagem: os desafios da criação de serious games educacionais. In Anais do XXIX Workshop de Informática na Escola, páginas 496–507. SBC.
Zakari, H. M., Poyade, M., e Simmons, D. (2017). Sinbad and the magic cure: A serious game for children with ASD and auditory hypersensitivity. In International Conference on Games and Learning Alliance, páginas 54–63. Springer.
An, D. Y., da Silva, C. D., Ribeiro, D. M. G., da Rocha, P. B. R., Maltinti, C., Nunes, V. B., e Fávero, R. (2013). Digita - um jogo educativo de apoio ao processo de alfabetização infantil. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), volume 24, página 154.
Boyd, L. E., Ringland, K. E., Faucett, H., Hiniker, A., Klein, K., Patel, K., e Hayes, G. R. (2017). Evaluating an iPad game to address overselectivity in preliterate AAC users with minimal verbal behavior. In Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, páginas 240–249.
Casare, A. R., Moraes, R. L., e Silva, C. G. (2017). Accessibility guidelines for the use of tablets by elderly: Evaluation of proposed changes to WCAG. In Proceedings of the XVI Brazilian Symposium on Human Factors in Computing Systems, páginas 1–10.
Machado, S. C. (2016). Análise sobre o uso das tecnologias digitais da informação e comunicação (TDICs) no processo educacional da geração internet. RENOTE, 14(2).
Patiño, D. H. C., Muñoz, L., Villarreal, V., e Pardo, C. (2022). A systematic review of the use of mobile applications and augmented reality for the education of children with autism spectrum disorder (ASD). In 2022 V Congreso Internacional en Inteligencia Ambiental, Ingeniería de Software y Salud Electrónica y Móvil (AmITIC), páginas 1–7. IEEE.
Siedler, M., Zen, E., Cardoso, R., e Tavares, T. (2022). Assistive technology as an aid to individuals with autism spectrum disorder: A systematic literature mapping. WebMedia '22, página 244–252, New York, NY, USA. Association for Computing Machinery.
Siedler, M. S., Cardoso, R. C., Pinto, L. A., Tavares, T. A., e Primo, T. T. (2023). Entretenimento e aprendizagem: os desafios da criação de serious games educacionais. In Anais do XXIX Workshop de Informática na Escola, páginas 496–507. SBC.
Zakari, H. M., Poyade, M., e Simmons, D. (2017). Sinbad and the magic cure: A serious game for children with ASD and auditory hypersensitivity. In International Conference on Games and Learning Alliance, páginas 54–63. Springer.
Published
2024-09-30
How to Cite
LEMES, Elena V.; SIEDLER, Marcelo S.; TAVARES, Tatiana A.; PRIMO, Tiago T.; CARDOSO, Rafael C..
Game of Syllables - development of an application to aid school literacy. In: WORKSHOP MAGICA: GAMES IN SCHOOL AND UNDERGRADUATE COURSES - BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES) , 2024
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 351-355.
DOI: https://doi.org/10.5753/sbgames_estendido.2024.243429.
