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Orientador(es)
Resumo(s)
A análise do mercado revelou a lacuna de soluções digitais capazes de suportar a alfabetização infantil com uma base pedagógica. Para colmatar essa lacuna, foi desenvolvida uma aplicação educativa multiplataforma de jogos sérios, destinado a crianças entre os 5 e os 8 anos. A aplicação incorpora seis jogos sérios, enriquecida por elementos de gamificação e concebida com foco na usabilidade e adaptação ao percurso de cada criança. A base pedagógica fundamenta-se no método analítico-sintético, garantindo um percurso estruturado, progressivo e adaptado ao perfil individual.
Resultados iniciais de testes, em contexto escolar, evidenciam a viabilidade técnica e a
elevada aceitação da solução desenvolvida.
A market analysis revealed a lack of digital solutions that support children's literacy in a pedagogically sound way. To address this, a multi-platform educational application incorporating serious games was developed for children aged 5–8. The application incorporates six serious games enriched with gamification elements, which are designed with a focus on usability and adaptation to each child's learning path. The analytical-synthetic pedagogical approach ensures a structured, progressive learning path adapted to each child's individual needs. Initial results from tests in a school context indicate the technical feasibility of the solution and its high level of acceptance.
A market analysis revealed a lack of digital solutions that support children's literacy in a pedagogically sound way. To address this, a multi-platform educational application incorporating serious games was developed for children aged 5–8. The application incorporates six serious games enriched with gamification elements, which are designed with a focus on usability and adaptation to each child's learning path. The analytical-synthetic pedagogical approach ensures a structured, progressive learning path adapted to each child's individual needs. Initial results from tests in a school context indicate the technical feasibility of the solution and its high level of acceptance.
Descrição
Palavras-chave
Software educativo Aplicação multiplataforma Jogos sérios Gamificação Alfabetização infantil Educational software Multiplatform application Serious games Gamification Children's literacy
