Jeize de Fátima Batista, Ana Cecília Teixeira Gonçalves, Cleusa Inês Ziesmann
{"title":"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","authors":"Jeize de Fátima Batista, Ana Cecília Teixeira Gonçalves, Cleusa Inês Ziesmann","doi":"10.21284/ELO.V9I.10508","DOIUrl":null,"url":null,"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.","PeriodicalId":53116,"journal":{"name":"Elo","volume":"9 1","pages":"1-17"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"O jogo computacional como ferramenta de ensino e aprendizagem para alunos com dislexia – uma experiência nas salas multifuncionais de Cerro Largo – RS\",\"authors\":\"Jeize de Fátima Batista, Ana Cecília Teixeira Gonçalves, Cleusa Inês Ziesmann\",\"doi\":\"10.21284/ELO.V9I.10508\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":53116,\"journal\":{\"name\":\"Elo\",\"volume\":\"9 1\",\"pages\":\"1-17\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-09-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Elo\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21284/ELO.V9I.10508\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Elo","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21284/ELO.V9I.10508","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
O jogo computacional como ferramenta de ensino e aprendizagem para alunos com dislexia – uma experiência nas salas multifuncionais de Cerro Largo – RS
: 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.