Digital technology in techbilingual education for the deaf: the development process of gamified mathematics learning object
Faced with the need to develop and offer Mathematics didactic material for bilingual deaf students, the objective of this work is to describe the development of a Gamified Learning Object in the Genially virtual environment under the pedagogical bias. In this direction, a qualitative approach is ass...
| Autores: | , , |
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2024 |
| País: | Brasil |
| Institución: | Universidade Estadual de Campinas (UNICAMP) |
| Repositorio: | ETD - Educação Temática Digital |
| Idioma: | portugués |
| OAI Identifier: | oai:ojs.periodicos.sbu.unicamp.br:article/8670434 |
| Acceso en línea: | https://periodicos.sbu.unicamp.br/ojs/index.php/etd/article/view/8670434 |
| Access Level: | acceso abierto |
| Palabra clave: | Learning objects Gamification Gamified learning objects Bilingual mathematics education for the deaf Objetos de aprendizagem Gamificação Objetos de aprendizagem gamificados Educação matemática bilíngue de surdos Objetos de aprendizaje Gamificación Objetos de aprendizaje gamificados Educación matemática bilingüe para sordos |
| Sumario: | Faced with the need to develop and offer Mathematics didactic material for bilingual deaf students, the objective of this work is to describe the development of a Gamified Learning Object in the Genially virtual environment under the pedagogical bias. In this direction, a qualitative approach is assumed through a methodology for creating Learning Objects, covering three phases: planning, development and dissemination. In order to guarantee the supply of words and images relevant to the context of the object, principles were reconciled for the design of multimedia teaching material, coming from the Cognitive Theory of Multimedia Learning, such as Spatial Contiguity, Temporal Contiguity, Coherence, Signaling, Redundancy, Personalization, Multimedia, Segmentation, Basic Concepts, Pedagogical Agents and Voice (Libras). As for gamification, it can be identified through game elements: emotions, narrative, progression, relationships, restrictions, feedback, cooperation and competition, challenges, rewards, victory, avatar, achievements, unlockable content, badges/medals and mission. In view of the production process, the Genially environment proved to be relevant to the construction of the object, providing characteristics of adaptability, interactivity and reusability. In this, potentialities are configured for the use, reuse and sharing of the referred object to Bilingual Education for the Deaf. |
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