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Using Gamification and DTT to Improve Learning and Increase the Engagement of Children with Autism in the Context of Literacy

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Author(s):
Laiza Ribeiro Silva
Total Authors: 1
Document type: Master's Dissertation
Press: São Carlos.
Institution: Universidade de São Paulo (USP). Instituto de Ciências Matemáticas e de Computação (ICMC/SB)
Defense date:
Examining board members:
Seiji Isotani; Isabela Gasparini; Diego Dermeval Medeiros da Cunha Matos; Joice Lee Otsuka
Advisor: Seiji Isotani; Nassim Chamel Elias
Abstract

Autism is a disorder that directly affects the development of behavioral and intellectual skills. Psychological interventions, such as Discrete Trial Training (DTT), are used to promote response to stimuli through repetition and reinforcement. However, these interventions are expensive and the time spent is extensive until the results are consolidated, which compromises their adoption and success. At the same time, technological approaches offer promising perspectives: 1) digital interventions for autism are common and proven to be successful; 2) gamification has been used widely, increasing engagement and improving the learning of children without neurodevelopmental disorders. However, it is still a challenge to create appropriate approaches to help improve the cognitive skills of children with autism. In this masters research, an approach was designed by systematically integrating gamification and DTT, to improve learning and increase engagement of children with moderate autism in the age group 07-12 years. A co-design was prepared with experts in the field of Autism and Human-Computer Interaction. In parallel, a Gamification design was also carried out. Four children with moderate autism participated in the evaluation, carried out through the operationalization of the approach through prototypes. Evidence related to increased engagement could be observed from the analysis of Autism experts. Regarding learning, two children showed an understanding of the tests after the application of the prototype with gamification. (AU)

FAPESP's process: 18/09430-1 - Literacy of children with autism: a gamified technological approach
Grantee:Laiza Ribeiro Silva
Support Opportunities: Scholarships in Brazil - Master