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...

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Detalles Bibliográficos
Autores: Fuck, Rafael Schilling, Loss, Taniele, Motta, Marcelo Souza
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
Descripción
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.