Processos de envelhecimento em portugal
cop. 2013
Type
conferenceObject
Creator
Publisher
Identifier
GUINDEIRA, Tânia ; GIL, Henrique (2017) - Jogos educativos digitais & consciência fonológica. In Conferência Ibérica de Sistemas e Tecnologias de Informação, 12, Lisboa, 21-24 de junho – Atas. Lisboa : AISTI. p. 1680-1684.
978-989-98434-7-9
Title
Jogos educativos digitais & consciência fonológica
Digital educational games & phonological awareness
Digital educational games & phonological awareness
Subject
Consciência fonológica
Jogos educativos digitais
Necessidade Educativas Especiais
Tecnologias de Informação e Comunicação
Phonological awareness
Digital educational games
Special Educational Needs
Information and Communication Technologies
Jogos educativos digitais
Necessidade Educativas Especiais
Tecnologias de Informação e Comunicação
Phonological awareness
Digital educational games
Special Educational Needs
Information and Communication Technologies
Date
2017-07-24T13:42:10Z
2017-07-24T13:42:10Z
2017
2017-07-24T13:42:10Z
2017
Description
O presente artigo expõe os resultados de uma investigação centrada na validação de «Jogos Educativos Digitais», recorrendo ao programa PowerPoint da Microsoft, os quais visam o desenvolvimento da consciência fonológica, em crianças em idade pré-escolar com necessidades educativas especiais. A investigação é de caráter qualitativo exploratório, constituindo um estudo de casos múltiplos, numa perspetiva de investigação-ação. Durante o processo investigativo realizaram-se sessões práticas de implementação dos «Jogos
Educativos Digitais» com duas crianças, efetuando-se a recolha de dados através de duas grelhas de observação. Paralelamente entrevistaram-se dois especialistas em Tecnologias de Informação e Comunicação e um especialista em Educação Especial, que analisaram e avaliaram os jogos. Na recolha, tratamento e análise dos dados aferiu-se que as crianças obtiveram bons resultados na aquisição das competências de consciência fonológica, registando se uma acentuada melhoria ao nível da aprendizagem, participação,
envolvimento, interesse, colaboração e persistência, o que conduziu a uma melhoria gradual no seu desempenho. Os resultados obtidos foram ao encontro das expectativas dos especialistas, tal como se tornou evidente na análise de conteúdo das respetivas entrevistas, tendo estes apreciado positivamente a construção global dos jogos, considerando-os uma mais-valia no processo de ensino/aprendizagem
This article presents the results of an investigation focused on the validation of "Digital Educational Games", using the Microsoft PowerPoint programme, aimed at the development of phonological awareness in pre-school children with special educational needs. The research is qualitative and exploratory, constituting a multiple case study, from an action-research perspective. During the investigative process, were carried out practical sessions to implement the "Digital Educational Games" with two children, and the data was collected using two observation grids. At the same time, were interviewed two specialists in Information and Communication Technologies and a Special Education specialist, who analysed and evaluated the games. In the collection, treatment and analysis of the data, it was verified that the children obtained good results in the acquisition of the phonological awareness skills, registering a marked improvement in learning, participation, involvement, interest, collaboration and persistence that led to a gradual improvement in their performance. The results obtained were within the expectations of the experts, as evidenced by the analysis of the content of the respective interviews, having these ones positively appreciated the overall construction of the games, considering them valuable in the teaching / learning process
info:eu-repo/semantics/publishedVersion
This article presents the results of an investigation focused on the validation of "Digital Educational Games", using the Microsoft PowerPoint programme, aimed at the development of phonological awareness in pre-school children with special educational needs. The research is qualitative and exploratory, constituting a multiple case study, from an action-research perspective. During the investigative process, were carried out practical sessions to implement the "Digital Educational Games" with two children, and the data was collected using two observation grids. At the same time, were interviewed two specialists in Information and Communication Technologies and a Special Education specialist, who analysed and evaluated the games. In the collection, treatment and analysis of the data, it was verified that the children obtained good results in the acquisition of the phonological awareness skills, registering a marked improvement in learning, participation, involvement, interest, collaboration and persistence that led to a gradual improvement in their performance. The results obtained were within the expectations of the experts, as evidenced by the analysis of the content of the respective interviews, having these ones positively appreciated the overall construction of the games, considering them valuable in the teaching / learning process
info:eu-repo/semantics/publishedVersion
Access restrictions
openAccess
http://creativecommons.org/licenses/by-nc/4.0/
http://creativecommons.org/licenses/by-nc/4.0/
Language
por
Comments