Uma ferramenta computacional gamificada como estratégia de apoio para aprendizagem da língua brasileira de sinais (libras)
Ano de defesa: | 2018 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal Rural do Semi-Árido
Brasil Centro de Ciências Exatas e Naturais - CCEN UFERSA Programa de Pós-Graduação em Ciência da Computação |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | https://repositorio.ufersa.edu.br/handle/prefix/875 |
Resumo: | In Brazil, more than nine million seven hundred thousand people have some level of deafness, ranging from mild, moderate, severe, severe deafness to profound deafness. Considering the needs and particularities of the hearing impaired, laws and decrees were created to guarantee their rights, and recognize the Brazilian Sign Language (LIBRAS) as a legal means of communication and expression of the deaf community. It is through the LIBRAS that the deaf interact with the world from visual experiences. However, the lack of knowledge of the Brazilian population about LIBRAS entails isolation of the deaf from the rest of society. The law makes compulsory the use and teaching of LIBRAS in the federal institutions of education, in addition, it is the duty of the institutions to support the use and dissemination of LIBRAS among the population. To do this, they must provide equipment, information and communication technologies, as well as teaching resources to support their teaching. With the expansion of Information and Communication Technologies, education has gained new tools that have come to stimulate teaching and bring new perspectives to the teaching and learning process. Therefore, this work has as main objective to present the development of a computational tool as a strategy to support the learning of the Brazilian Sign Language. The proposal is to offer a tool that uses as a resource to represent the signs of LIBRAS a virtual interpreter (avatar) as communication interface, and to facilitate the learning of that language, to increase motivation and interest in the use of the tool, elements of gamification |