Educacaoacessivel.pt : a case study of production and application of video games for teaching mathematics to deaf people
| dc.contributor.author | Neves, José Carlos | |
| dc.contributor.author | Nunes, Laura | |
| dc.contributor.author | Sousa, Carla | |
| dc.contributor.institution | CICANT - Centre for Research in Applied Communication, Culture, and New Technologies | |
| dc.date.accessioned | 2026-02-02T16:00:02Z | |
| dc.date.available | 2026-02-02T16:00:02Z | |
| dc.date.issued | 2018 | |
| dc.description.abstract | The pedagogical resources in Portuguese Sign Language (LGP) for the deaf teaching support are very limited, and largely dependent on teacher’s dynamics and improvisation skills. A work with several obstacles to technical and pedagogical quality, such as the technical conditions that the school provides for this work, or the fact that these contents in general do not come out from the school. The project Educacaoacessivel.pt aims to contribute to mitigate that problem, with the production and distribution of free educational videogames for teaching mathematics to deaf students. This paper deals with two distinct project areas: the development process by students of the bachelor’s degree on videogames of a Portuguese University (PU) and the videogames application in the math classes for deaf students on a Deaf Education Related Institution (DERI). About the development process, the paper focus is on the methodology used in the classroom and its critical reflection, as well as a brief description of the videogames and tangible interfaces already available; regarding the videogames application in DERI, it will give account of the process of adoption of those video games by the school and on the impact of videogames on learning process of deaf students. At this stage of the project, some positive conclusions can be drawn: regarding the development of videogames, students are held accountable for a real project and it’s clear that is possible to produce, in a unique two semester’s discipline of a bachelor’s degree, usable videogames for deaf students, despite the complexity of the resources and partners involved. As for the results of the videogame application in deaf students, it has been observed that the students are motivated to use the games and can contribute to the consolidation of mathematic principles. | en |
| dc.format | application/pdf | |
| dc.identifier.citation | Neves, J C, Nunes, L & Sousa, C 2018, Educacaoacessivel.pt : a case study of production and application of video games for teaching mathematics to deaf people. in Proceedings of Play2Learn 2018. Edições Universitárias Lusófonas, pp. 136-156, Play2Learn - The GamiLearning Conference, Lisboa, Portugal, 19/04/18. < http://gamilearning.ulusofona.pt/wp-content/uploads/full_P2L_Proceedings-136-156.pdf > | |
| dc.identifier.isbn | 978-989-757-068-1 | |
| dc.identifier.uri | http://hdl.handle.net/10437/15733 | |
| dc.identifier.url | https://play2learn.ulusofona.pt/proceedings/ | |
| dc.identifier.url | http://gamilearning.ulusofona.pt/wp-content/uploads/full_P2L_Proceedings-136-156.pdf | |
| dc.language.iso | eng | |
| dc.peerreviewed | yes | |
| dc.publisher | Edições Universitárias Lusófonas | |
| dc.publisher | Play2Learn - The GamiLearning Conference | |
| dc.relation.ispartof | Proceedings of Play2Learn 2018 | |
| dc.rights | openAccess | |
| dc.subject | EDUCATION | |
| dc.subject | TEACHING | |
| dc.subject | MATHEMATICS | |
| dc.subject | VIDEOGAMES | |
| dc.subject | DEAFNESS | |
| dc.subject | EDUCAÇÃO | |
| dc.subject | ENSINO | |
| dc.subject | MATEMÁTICA | |
| dc.subject | VIDEOJOGOS | |
| dc.subject | SURDEZ | |
| dc.subject | SDG 10 - Reduced Inequalities | |
| dc.subject | CICANT - Atas de Conferências Nacionais | |
| dc.title | Educacaoacessivel.pt : a case study of production and application of video games for teaching mathematics to deaf people | en |
| dc.type | conferenceObject |
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