When thinking of inclusive education, it is necessary to consider that schools and teachers must utilize appropriate didactical materials that suit the students' needs. For some subjects, such as Geometry, the vision is the most utilized sense. However, as much as it is an important sense that helps to understand the concepts better, it can become an obstacle when the student has a visual disability. The same thing occurs with hearing disability when utilizing learning objects that contain multimedia resources. The main purpose of this work is to discuss the creation of a gamified object of accessible learning that presents the principles of design thinking. In order to achieve this goal, a literature review has been made, mainly focused on accessibility, gamification and design thinking, considering the accessibility guidelines for LOs presented by Macedo. As a result, besides the initially proposed objectives, it was also possible to relate the concepts approached by the Theory of Flow.
This article proposes to discuss the theme of docent formation in the perspective of creativity and emergent technologies pointed by the Horizon Report 2103, specifically games and gamification. Based on a literature review about the themes, through a systematic research and reading of authors which refer to these, it presents reflections, inquires and provocations with the objective to contribute with the change of the actual paradigm in the purposes of the Licensure courses in the Superior Teaching Institutions, with a cutout to the Federal Institutes of Education, Science and Technology from Brazil. These considerations are made from the principle that we live in a digital age and that the education did not follow the step and, because of this, it still needs a more creative view to the docent actuation in this aspect. It concludes that the use of games and specifically the gamification as an example of emerging technology can be a possible step to remit the schools, the space of knowledge construction, to creativity with a view to innovate the forms of teaching and learning.
Estamos vivenciando um momento em que as tecnologias estão cada vez mais presentes no nosso cotidiano. Na educação não é diferente. A necessidade de inovação com o intuito de melhorar o processo de ensino-aprendizagem faz parte do mundo moderno. Falar em inovação sem falar em tecnologia é praticamente impossível. Desta forma, este artigo traz as tecnologias emergentes na educação e faz uma análise de como algumas delas estão sendo implantadas.
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