O jogo computacional como ferramenta de ensino e aprendizagem para alunos com dislexia – uma experiência nas salas multifuncionais de Cerro Largo – RS

Elo Pub Date : 2020-09-22 DOI:10.21284/ELO.V9I.10508
Jeize de Fátima Batista, Ana Cecília Teixeira Gonçalves, Cleusa Inês Ziesmann
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Abstract

: This work consists of applying software activities, developed by the coordinator of the extension project proposal, to students from the municipal network of the city of Cerro Largo diagnosed with dyslexia. The proposed activities serve as stimuli to increase and potentiate phonemic awareness, from games of identification and recognition of letters, words, phrases, rhymes and sounds, analyzing their effectiveness by comparing the performance obtained in reading tests performed before and after using the Estimugame application. Thus, the main objective of this project is to collaborate with teachers who work in the resource room, providing their own tools to stimulate reading in students with dyslexia. In this sense, from the extension project, it has been possible that many students with dyslexia receive specific assistance for reading difficulties, which has been proving effective every week. All participants are monitoring and overcoming, even if slowly, their limitations, seeking to improve at each stage of the project. Thus, we hope to help education professionals in the face of the difficulties that students have in relation to dyslexia, respecting their limitations and the subjectivity of each child to overcome their obstacles and build their knowledge.
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计算机游戏作为诵读困难学生的教学和学习工具-在塞罗拉戈多功能教室的经验- RS
这项工作包括将扩展项目提案协调员开发的软件活动应用于Cerro Largo市市政网络中被诊断患有阅读障碍的学生。通过对字母、单词、短语、押韵和发音的识别和识别游戏,通过比较使用Estimugame应用程序之前和之后进行的阅读测试的表现,分析这些活动的有效性,从而提高和增强音素意识。因此,该项目的主要目标是与在资源室工作的教师合作,提供他们自己的工具来刺激有阅读障碍的学生的阅读。从这个意义上说,从扩展项目中,许多有阅读障碍的学生有可能得到针对阅读困难的具体帮助,这种帮助每周都被证明是有效的。所有的参与者都在监督和克服他们的局限性,即使是缓慢的,在项目的每个阶段都寻求改进。因此,我们希望帮助教育专业人士在面对学生与阅读障碍有关的困难时,尊重他们的局限性和每个孩子的主观性,克服他们的障碍,建立他们的知识。
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Elo
Elo
自引率
0.00%
发文量
23
审稿时长
24 weeks
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