DIGITAL TECHNOLOGY IN BILINGUAL EDUCATION FOR THE DEAF: THE DEVELOPMENT PROCESS OF A GAMIFIED MATHEMATICS LEARNING OBJECT

被引:0
|
作者
Fuck, Rafael Schilling [1 ]
Loss, Taniele [2 ]
Motta, Marcelo Souza [3 ]
机构
[1] Ctr Univ FAEL UniFAEL, Curitiba, PR, Brazil
[2] Secretaria Municipal Educ Curitiba, Curitiba, PR, Brazil
[3] Univ Tecnol Fed Parana, Campus Curitiba, Curitiba, PR, Brazil
来源
ETD EDUCACAO TEMATICA DIGITAL | 2024年 / 26卷
关键词
Learning Objects; Gamification; Gamified Learning Objects; Bilingual Mathematics Education for the deaf;
D O I
10.20396/etd.v26i00.8670434
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页数:22
相关论文
共 15 条
  • [1] Gamified system for learning of Scrum development process
    Bermon Angarita, Leonardo
    Guapacha Hernandez, Jefferson Andres
    2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI), 2019,
  • [2] LEARNING OBJECTS LABORATORY: THE INSTRUCTIONAL DESIGN PROCESS AS A METHOD TO PRODUCE BILINGUAL LEARNING OBJECTS FOR THE DEAF
    Velloso, Bruno Panerai
    Bubniak, Fabiana Paula
    de Moraes, Laise Miolo
    Beck, Carmem Cristina
    Santos, Saionara Figueiredo
    Kaminski, Douglas
    INTED2015: 9TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2015, : 5907 - 5914
  • [3] Enhancing Education in Elementary Schools through Gamified Learning: Exploring the Impact of Kahoot! on the Learning Process
    Rayan, Baraa
    Watted, Abeer
    EDUCATION SCIENCES, 2024, 14 (03):
  • [4] Design of a Digital Gamified Learning Activity for Relationship Education with Conceptual Scaffolding and Reflective Scaffolding
    Chen, Yu-Chi
    Hou, Huei-Tse
    ASIA-PACIFIC EDUCATION RESEARCHER, 2025, 34 (01) : 237 - 251
  • [5] TEACHER TRAINEES AS LEARNING OBJECT DESIGNERS: PROBLEMS AND ISSUES IN LEARNING OBJECT DEVELOPMENT PROCESS
    Guler, Cetin
    Altun, Arif
    TURKISH ONLINE JOURNAL OF EDUCATIONAL TECHNOLOGY, 2010, 9 (04): : 118 - 127
  • [6] Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools
    Adukaite, Asta
    van Zyl, Izak
    Er, Sebnem
    Cantoni, Lorenzo
    COMPUTERS & EDUCATION, 2017, 111 : 172 - 190
  • [7] Validating the impact of gamified technology-enhanced learning environments on motivation and academic performance: enhancing TELEs with digital badges
    Luo, Jiejin
    FRONTIERS IN EDUCATION, 2024, 9
  • [8] Digital Escape Room for the Development of Collaborative Learning in Higher Education
    Quintana, Naiara Bilbao
    Andonegui, Ainara Romero
    Berasaluce, Javier Portillo
    de la Serna, Arantzazu Lopez
    EDUCATION IN THE KNOWLEDGE SOCIETY, 2022, 23
  • [9] The debate of digital technology in the continuing Physical Education teacher education: uses and concepts for teaching and learning
    Junior, Antonio Fernandes de Souza
    Oliveira, Marcio Romeu Ribas de
    Araujo, Allyson Carvalho de
    RETOS-NUEVAS TENDENCIAS EN EDUCACION FISICA DEPORTE Y RECREACION, 2022, (46): : 694 - 704
  • [10] Gamification and problem-based learning (PBL): Development of creativity in the teaching-learning process of mathematics in university students
    Boom-Carcamo, Efrain
    Buelvas-Gutierrez, Lina
    Acosta-Onate, Leticia
    Boom-Carcamo, Dailyng
    THINKING SKILLS AND CREATIVITY, 2024, 53