Quiz ClassRoom Libras: Um jogo didático multidisciplinar para alunos surdos da Educação de Jovens e Adultos

Welsing Pereira, Emanuele Jorge, André Valente, Fernanda Gouveia, Ana Caroline Amaro, Rafael Costa

Resumo


Many studies in the field of education address the experience of the ludic as a central point for knowledge construction, although it has traditionally been given a secondary place in favor of rationality [Santin 1994]. Nevertheless, in our experience, we consider the ludic side of games as a powerful tool for knowledge production in Youth and Adult Education (EJA), especially in the reality of their deaf subjects in Proeja. Therefore, our proposal presents a didactic game that works as a facilitating agent in deaf education, allowing the insertion of a ludic activity in the teaching-learning process. The idea camefrom an extension project, that became an active research project at the Federal Institute of Rio de Janeiro, in which two educational products were created, the Quiz Matemático and the Quiz Classroom, allowing an evolution that makes it multidisciplinary and inclusive of the deaf, the Quiz Classroom Libras. In an earlier stage of the research, we recorded criticism from deaf students to the limits of the quiz, which motivated us to think of alternatives aligned to inclusive education. Thus, we narrate this movement of approximation to the demands of deaf subjects, even living in a severe scenario of resource contingency of federal public institutions, which makes most of these actions unfeasible. Thus, we report an experience in construction that has been moving so that deaf students of the Technical Course in Computer Maintenance and Support (MSI), Federal Institute of Rio de Janeiro (IFRJ) in Duque de Caxias, can broaden their knowledge in different topics covered in the quiz allowing greater appropria- tion of ludic methodologies by teachers working in the EJA and stimulate other inclusive practices.

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DOI: https://doi.org/10.5753/cbie.wcbie.2019.560

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