With technological advancements, there has been a vast increase in the number of companies that fight over their market share. In search of a differentiating factor, companies are investing more and more in their products’ emotional designs. This researched work has evaluated the affects that are caused in visually impaired people when using Facebook's features and then compared them with the experiences of sighted users. To do that, these two types of Facebook users were subjected to a questionnaire that was based on the PANAS affect scale. Once the information was collected, statistics were employed so as to evaluate both users’ feelings. The results have shown that there were significant statistical differences between the sighted and the visually impaired users when the “affects” were evaluated by using the PANAS tool. The five “negative affects” that were selected (Irritability, Uselessness, Frustration, Sadness, and Confusion) were largely more relevant for the blind people in most of the evaluated features. This has indicated some serious accessibility problems. However, a high frequency of the five “positive affects” that were considered (Satisfaction, Pleasantness, Surprise, Excitement, Interest, and Determination) were additionally observed for both of these two groups. These results were interpreted as feelings of both social inclusion and social exclusion, indicating the possibility of exploring technological devices that were unavailable not long ago. After analyzing their experiences in their usage of the Facebook features, the findings have also highlighted the many differing emotions that are felt by the visually impaired and the sighted users. The resulting outcomes have indicated that there are some issues that are still open to problems and difficulties. Moreover, these issues involve human-computer interactions. Nevertheless, fortunately, there is light at the end of the tunnel, as will be revealed.
Several studies in the literature have suggested the use of Information and Communication Technologies as teaching tools. Among these technologies are electronic educational games, which can also be used to encourage understanding of content covered in the classroom. Given these assertions, this research aimed to analyze educational games that address the theme of sanitation and how they can assist in the learning process. To this end, three didactic games were selected that were evaluated by a questionnaire regarding their technical and pedagogical aspects by teachers. Afterwards, these games were applied in four classes of elementary school in the sixth and seventh year, making a total of 74 students in two private schools in the municipalities of Mariana and Ouro Preto, Minas Gerais. Students involved in the activity also made their assessments after using the games: one in relation to the promoted interaction and the other related to the studied content. From the results it was observed that the technical aspects of the games were considered as “good” and “great”. In the conceptual assessment, performed before and after the use of games, students showed improvement in performance and this improvement was verified through the statistical analysis of the obtained data. From the statistical results it was verified that the improvement of the students’ performance in the content evaluation can be statistically attributed to the use of the games. Thus, it is concluded that there was a significant contribution of the use of educational games in the teaching and learning process for this experience in elementary school.
As instituições de ensino profissional, necessitam compreender a percepção dos seus alunos, para conseguir criar um desenvolvimento de um ser humano e respeitar as diferenças, além de entender a importância da inclusão de deficientes físicos e mentais. Este estudo apresenta como é a representatividade de um PcD no mercado trabalho e como a falta dele pode afetar a estrutura funcional das empresas e das instituições de ensino profissionalizante da cidade de Ouro Branco. A estratégia metodológica abordada, partiu de perspectivas do que o governo do Brasil acredita ser uma escola inclusiva e criou um check list, capaz de avaliar a estrutura e as condições de trabalho para funcionários portadores de necessidades especiais. A análise de dados utilizou das ferramentas GUT, 5W1H e de Diagrama de Ishikawa, para elaborar intervenções priorizadas. Essas iniciativas são capazes de criar uma escola de ensino profissional, que não só ensine o que é inclusão, mas que também acolha um futuro profissional com limitações. Por fim, conclui-se que as escolas necessitam de intervenções pedagógicas e estruturais, para que profissionais com deficiência consiga trabalhar, além de ter representatividade dos mesmos, para inspirar alunos nas mesmas situações.
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