Jogos Sérios como Subsídio Tecnológico na Educação de Crianças com Transtorno do Espectro Autista

  • Suzerlly V. L. Pires UPE
  • Carlo M. R. da Silva UPE
  • Bruno J. T. Fernandes UPE
  • Franciely A. Souza UPE
  • Sara R. A. Leal UPE
  • Ticia C. F. Cavalcance UFPE
  • Wylliams B. Santos UPE
  • Rogério P. de Araújo UPE

Resumo


Os recentes levantamentos escolares revelam um aumento significativo no número de matrículas de alunos com Transtorno do Espectro Autista (TEA) na educação infantil. Diante disso, é necessário investigar meios de intervenção pedagógica por meio da tecnologia, visando uma educação mais inclusiva. Este artigo apresenta uma Revisão Sistemática da Literatura para examinar o uso de jogos sérios como instrumento pedagógico para crianças com TEA. No total, foram selecionados 31 artigos que destacaram os principais requisitos de usabilidade, estratégias pedagógicas e tecnológicas, além das habilidades cognitivas comumente observadas por meio dos jogos sérios.

Referências

Alves, A. F. R., Schalcher, A. I. A. P., and Oliveira, V. R. (2019). Educational game applied in the daily life of children with autistic spectrum disorder. 2019 14th Iberian Conference on Information Systems and Technologies (CISTI), [A01].

Anzalone, S., Xavier, J., Boucenna, S., Billeci, L., Narzisi, A., Muratori, F., Cohen, D., and Chetouani, M. (2019). Quantifying patterns of joint attention during human-robot interactions: An application for autism spectrum disorder assessment. Pattern Recognition Letters, [A29].

Arditi, A. (2017). Assistive technologies for people with vision and hearing impairments. Journal of Visual Impairment & Blindness, 111(6):521–526.

Bolton, J., Rioux, J., Gullickson, A., Ene, A., and Ye, J. (2018). Mobile technology for children with autism: The interaction of caregiver and child factors with technology use. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, CHI ’18, pages 1–14. Association for Computing Machinery.

Carolis, B. and Argentieri, D. (2020). Iball to swim: A serious game for children with autism spectrum disorder. Proceedings of the International Conference on Advanced Visual Interfaces, [A16].

Carreño-León, M. A., Sandoval-Bringas, J. A., Encinas, I. D., Castro, R. C., Cota, I. E., and Carrillo, A. L. (2021). Managing emotions in autistic children through serious game with tangible interfaces. 2021 4th International Conference on Inclusive Technology and Education (CONTIE), [A04].

Chen, J., Hao, Y., He, J., Li, R., and Fu, J. (2017). Exploring design strategies for supporting social interaction of children with autism spectrum disorder. In Proceedings of the 2017 Conference on Designing Interactive Systems, DIS ’17, pages 729–741.

Chiluiza, D. P., Alcivar, N. S., and Corredores, J. P. (2021). Loly 1.0: A proposed human-robot-game platform architecture for the engagement of children with autism in the learning process. Systems and Information Sciences, [A18].

Dai, T.-T. (2018). Mobile learning in the autism spectrum disorder field: A systematic review. International Journal of Mobile Learning and Organisation, 12(2):109–131.

Dapogny, A., Grossard, C., Hun, S., Serret, S., Bourgeois, J., JeanMarie, H., Foulon, P., Ding, H., Chen, L., Dubuisson, S., Grynszpan, O., Cohen, D., and Bailly, K. (2018). Jemime: A serious game to teach children with asd how to adequately produce facial expressions. 2018 13th IEEE International Conference on Automatic Face & Gesture Recognition (FG 2018), [A06].

Dickinson, I., Calvo, R. A., and Soto, A. (2002). Usability metrics for software components. In 2002 IEEE International Conference on Systems, Man and Cybernetics. Conference Proceedings (Cat. No. 02CH37338), volume 4, pages 6–pp. IEEE.

Elshahawy, M., Aboelnaga, K., and Sharaf, N. (2020). Codaroutine: A serious game for introducing sequential programming concepts to children with autism. 2020 IEEE Global Engineering Education Conference (EDUCON), [A02].

Garcia-Garcia, J., Cabañero, M., Penichet, V., and Lozano, M. (2019). Emotea: Teaching children with autism spectrum disorder to identify and ex press emotions. Proceedings of the XX International Conference on Human Computer Interaction, [A10].

Gargot, T., Archambault, D., Chetouani, M., Cohen, D., Johal, W., and Anzalone, S. M. (2022). Automatic Assessment of Motor Impairments in Autism Spectrum Disorders: A Systematic Review. Cognitive Computation.

Ghanouni, P., Jarus, T., Zwicker, J., and Lucyshyn, J. (2021). An interactive serious game to target perspective taking skills among children with asd: A usability testing. Behaviour and Information Technology, [A25].

Gioia, P. S., Barbieri, L., Guilhardi, C., Sarilho, C. A., Vargas, D. K., de Carvalho, D. C. B., Costa, M. M., and Keiner, S. A. (2021). Protocolo de avaliação e intervenção precoces de sinais de risco de autismo: comparando grupos de alto e baixo risco. SciELO Preprints.

Glia, I. (2014). Cartilha do professor educando funções executivas e metacognição. Projeto Escola da Diversidade.

Gomez, J., Jaccheri, L., Torrado, J., and G, G. M. (2018). Leo con lula and introducing global reading methods to children with asd. 17th Conference on Interaction Design and Children, [A17].

Gyori, M., Borsos, Z., Stefanik, K., Jakab, Z., Varga, F., and Csakvari, J. (2018). Automated vs human recognition of emotional facial expressions of highfunctioning children with autism in a diagnostic-technological context: Explorations via a bottom-up approach. Computers Helping People with Special Needs, [A21].

Hourcade, J. P., Meyer, A., Perry, V., and Murphy, M. C. (2012). Designing software for children with autism: A methodology to bridge the gap between expert and non-expert designers. Journal of Human-Computer Interaction, 27(2):99–128.

INEP (2021). Caderno de conceitos e orientações do censo escolar 2021. Disponível em: https://bit.ly/3SEkkWO Data do último acesso: 25/05/2022.

Junior, M. O. S., Araújo, G. S., and de Souza Santos Uchelli, J. (2021). Tecnologia Assistiva, Metodologias Ativas e Jogos com Estímulos em Funções Executivas na Educação Especial. CRV.

Khowaja, K. and Salim, S. (2020). A framework to design vocabulary-based serious games for children with autism spectrum disorder (asd). Universal Access in the Information Society, [A23].

Khowaja, K., Salim, S. S., Asemi, A., Ghulamani, S., and Shah, A. (2020). A systematic review of modalities in computer-based interventions (cbis) for language comprehension and decoding skills of children with autism spectrum disorder (asd). Universal Access in the Information Society, 19(2):213–243.

Kim, H.-Y. and Kim, M.-S. (2017). Use of serious games for children with autism spectrum disorders: A systematic review. Journal of the Korean Society of Occupational Therapy, 25(2):1–16.

Kirst, S., Diehm, R., Bögl, K., Wilde-Etzold, S., Bach, C., Noterdaeme, M., Poustka, L., Ziegler, M., and Dziobek, I. (2022). Fostering socio-emotional competencies in children on the autism spectrum using a parent-assisted serious game: A multicenter randomized controlled trial. Behaviour Research and Therapy, [A30].

Kitchenham, B. and Charters, S. (2004). Evidence-Based Software Engineering and Systematic Reviews. CRC Press.

Kitchenham, B. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. EBSE Technical Report, EBSE-2007-01.

Laforcade, P. and Laghouaouta, Y. (2019). Generation of adapted learning game scenarios: A model-driven engineering approach. Communications in Computer and Information Science, [A19].

Lidstone, D., Rochowiak, R., Pacheco, C., Tunçgenç, B., Vidal, R., and Mostofsky, S. (2021). Automated and scalable computerized assessment of motor imitation (cami) in children with autism spectrum disorder using a single 2d camera: A pilot study. Research in Autism Spectrum Disorders, [A28].

Lu, S., Rowe, P., Tachtatzis, C., Andonovic, I., Anzulewicz, A., Sobota, K., and Delafield-Butt, J. (2022). Swipe kinematic differences in young children with autism spectrum disorders are taskand age-dependent: A smart tablet game approach. Brain Disorders, [A27].

Marchi, E., Schuller, B., Baird, A., Baron-Cohen, S., Lassalle, A., Reilly, H., Pigat, D., Robinson, P., Davies, I., Baltrušaitis, T., Adams, A., and Mahmoud, M. (2019). The asc-inclusion perceptual serious gaming platform for autistic children. IEEE Transactions on Games, [A03].

Mohd, C., Shahbodin, F., Jano, Z., and Azni, A. (2019). Visual perception games for autistic learners: Design & development. Proceedings of the 2019 Asia Pacific Information Technology Conference, [A09].

Najoua, T. and Mohamed, E. (2020). A new evaluation technique through serious games for children with asd. International Journal of Emerging Technologies in Learning, [A24].

Nawahdah, M. and Ihmouda, W. (2019). Implementing a serious game to improve communication and social skills for children with autism. Collaboration Technologies and Social Computing, [A14].

Oikawa, V., Amato, C. H., and Amato, V. (2021). Proposal for a serious game to assist in the daily care of children with asd before covid-19. Communications in Computer and Information Science, [A12].

Oliveira, R. N. R. and da Rocha, R. V. (2020). Modelo conceitual para planejamento da avaliação em jogos sérios. Proceedings of SBGames 2020 - ISSN: 2179-2259.

Piana, S., Malagoli, C., Usai, M. C., and Camurri, A. (2021). Effects of computerized emotional training on children with high functioning autism. IEEE Transactions on Affective Computing, [A07].

Pliasa, S. and Fachantidis, N. (2021). Mobile technologies serious games for the development of social skills in children with autism spectrum disorders and in enhanced with socially assistive robots interventions. Advances in Intelligent Systems and Computing, [A13].

Rambhia, T., Dhodi, M., Patel, V., and Kalbande, D. R. (2018). Design of an intelligent system for autism. 2018 International Conference on Communication information and Computing Technology (ICCICT), [A05].

Reyes, G. A., Tixi, V. E., Avila-Pesantez, D., Vaca-Cardenas, L., and Avila, L. M. (2020). Towards an improvement of interpersonal relationships in children with autism using a serious game. Advances in Emerging Trends and Technologies, [A15].

Ross, D. H. and Meyer, A. (2014). A practical reader in universal design for learning. Harvard Education Press.

Russo, R. M. T. (2015). Neuropsicopedagogia Clínica: Introdução, Conceitos, Teoria e Prática. ISBN: 978-8536252636, Curitiba, Brasil.

Santos, J. O. L., Sadim, G. P. T., Schmidt, C., and de S. Matos, M. A. (2021). O atendimento educacional especializado para os educandos com autismo na rede municipal de manaus-am. Revista Brasileira de Estudos Pedagógicos (RBEP), DOI: https://doi.org/10.24109/2176-6681.rbep.102.i260.4150.

Silva, A. and Bissaco, M. (2022). Educational platform for support in the experience and communication and behavior of children with autism spectrum disorder. Research on Biomedical Engineering, [A26].

Silva, S., Neto, F., Lima, R., Neto, A., Júnior, R., Andrade, N., Silva, J., Domingues, A., and Silva, P. (2021). A serious game to support learning and minimize the social isolation of children with autism. Proceedings of the 10th Euro-American Conference on Telematics and Information Systems, [A08].

Silva, V., Soares, F., Esteves, J., and Pereira, A. (2019). Playcube: Designing a tangible playware module for human-robot interaction. Human Systems Engineering and Design, [A22].

Souza, L. S. d. and Spinola, M. d. M. (2015). Requisitos de usabilidade em projetos de interface centrado no usuário de software de dispositivos móveis. Revista de Sistemas e Computação-RSC, 5(2):86–99.

Tsikinas, S. and Xinogalos, S. (2019). Design guidelines for serious games targeted to people with autism. In Uskov, V. L., Howlett, R. J., and Jain, L. C., editors, Smart Education and e-Learning 2019, pages 489–499, Singapore. Springer Singapore.

Tung, R.-R., Yang, C.-W., and Tsai, C.-H. (2019). Towards a design framework for mobile applications supporting the needs of children with autism spectrum disorder. Information, 10(2):46.

Wagle, S., Ghosh, A., Karthic, P., Ghosh, A., Pervaiz, T., Kapoor, R., and Gupta, K. P. . N. (2021). Development and testing of a game-based digital intervention for working memory training in autism spectrum disorder. Scientific Reports, [A31].

Wang, Z. (2022). Design and development of color perception treatment video game for autistic children. 5th International Conference on Computer Information Science and Application Technology (CISAT 2022), [A20].

Yaneva, V., Ha, L. A., Eraslan, S., Yesilada, Y., and Mitkov, R. (2018). Detecting autism based on eye-tracking data from web searching tasks. Proceedings of the 15th International Web for All Conference, [A11].

Zakari, H. M., Ma, M., and Simmons, D. (2014). A review of serious games for children with autism spectrum disorders (asd). In Ma, M., Oliveira, M. F., and Baalsrud Hauge, J., editors, Serious Games Development and Applications, pages 93–106, Cham. Springer International Publishing.
Publicado
06/11/2023
Como Citar

Selecione um Formato
PIRES, Suzerlly V. L.; SILVA, Carlo M. R. da; FERNANDES, Bruno J. T.; SOUZA, Franciely A.; LEAL, Sara R. A.; CAVALCANCE, Ticia C. F.; SANTOS, Wylliams B.; ARAÚJO, Rogério P. de. Jogos Sérios como Subsídio Tecnológico na Educação de Crianças com Transtorno do Espectro Autista. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 34. , 2023, Passo Fundo/RS. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023 . p. 656-669. DOI: https://doi.org/10.5753/sbie.2023.234357.