3 research outputs found

    Jogos para o ensino de línguas de sinais/línguas orais escritas para surdos: uma revisão sistemática da literatura

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    This study carries out a survey about pieces of research which deal with games aiming at the teaching of sign languages and written oral languages to deaf people with the goal of identifying and characterizing the games which have been used for educational contexts. The researchers carried out a systematic review of literature using the Education Resources Information Center (ERIC), Web Science and Scopus database inserting the following terminologies in the wordsearch tool: ‘game’, ‘deaf’ and ‘sign language’. At first, a total of 530 studies were found, and based on a series of criteria, 31 papers were selected as a result of the search. The majority of the games dealt with in the papers are digital and one third of those utilize an electronic device for gesture recognition or sensor of some sort. Games in sign language or bilingual teaching represent most of the selected studies, even though it was observed that a good deal of those games teach only the manual alphabet or isolated sign from the respective sign languages. Furthermore, only a handful of those games make use of sign language in situations which simulate a real communicative context.Este estudio realiza una encuesta sobre investigaciones que abordan los juegos destinados a la enseñanza de lenguas de signos o lenguas orales escritos para sordos con el fin de mapear y caracterizar los juegos que se han utilizado en contextos educativos. Se realizó una revisión bibliográfica sistemática en las bases de datos Education Resources Information Center (ERIC), Web of Science y Scopus, utilizando como términos de búsqueda las palabras: game, deaf e sign language. En la primera búsqueda se encontraron un total de 530 artículos. La selección está basada en los criterios de inclusión y exclusión, que resultó en el análisis de 31 artículos. La mayoría de los juegos utilizados en las obras, son digitales y un tercio de ellos, utiliza algún dispositivo electrónico para reconocer gestos o sensores. Los juegos para la enseñanza de la lengua de signos o bilingües, representan la mayoría de los estudios seleccionados, sin embargo observamos que una buena parte enseña solo el alfabeto manual o signos aislados de las lenguas de signos. Pocos juegos han hecho uso de lenguas de signos en situaciones que simulan un contexto de comunicación real.Este estudo realiza um levantamento sobre pesquisas que abordam jogos voltados para o ensino de línguas de sinais ou de línguas orais escritas para surdos com objetivo de mapear e caracterizar os jogos que têm sido utilizados em contextos educacionais. Realizou-se uma revisão sistemática da literatura nas bases Education Resources Information Center (ERIC), Web of Science e Scopus, utilizando como termos de busca as palavras: game, deaf e sign language. Na primeira busca, foram encontrados um total de 530 artigos. A seleção com base nos critérios de inclusão e exclusão resultou na análise de 31 trabalhos. A maioria dos jogos utilizados nos trabalhos são digitais, e um terço deles faz uso de algum dispositivo eletrônico para reconhecimento de gestos ou sensores. Os jogos para ensino de língua de sinais ou bilíngues representam a maioria dos estudos selecionados, porém observamos que boa parte ensina apenas o alfabeto manual ou sinais isolados das línguas de sinais. Poucos jogos fizeram o uso das línguas de sinais em situações que simulem um contexto real de comunicação

    Serious and Adventure Video Games as Tools in the Deaf Education of Children

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    Deaf education is characterized by specific challenges and needs. Studies showed, that deaf and hard-of-hearing children experience special difficulties in two fields – in learning a national verbal language, and in problem-solving. At the same time, video games are popularized in schools. However, in the education of deaf children, the use of games is hampered by accessibility issues. The main purpose of this master’s thesis will be to verify whether video games could prove to be a proper additional method of teaching in the case of deaf and hard-of hearing children, and what features should an educational video game have to meet the availability conditions. The research will be done on both serious and adventure games and will show which genre works better for developing which skills. Particular attention will be given to design guidelines for deaf-accessible games. Two research methods will be used for the purposes of this work. Qualitative research and discourse analysis of games. The qualitative research will consist of an open-ended questions survey among English-speaking and Polish-speaking teachers who work with deaf children, in order to get to know their attitudes towards games, main obstacles, and needs. The discourse analysis will be focused on two serious games, Prodigy and Wordwall, and on one adventure ASL-accessible game Deafverse. Based on the research, it will be explored, how, through using video games, modern education can meet the challenges of young deaf students and make learning more absorbing and effective.Master's Thesis in Digital CultureDIKULT350MAHF-DIKU
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