Acessibilidade no aplicativo digital Grapho Game para estudantes com deficiência intelectual
Ano de defesa: | 2023 |
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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 de Santa Maria
Brasil Educação UFSM Programa de Pós-Graduação em Tecnologias Educacionais em Rede Centro de Educação |
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: | http://repositorio.ufsm.br/handle/1/29149 |
Resumo: | This study is linked to the research line Gestão de Tecnologias Educacionais em Rede, of the Programa de Pós- Graduação em Tecnologias Educacionais em Rede (PPGTER), and the Grupo de Pesquisa Interdisciplinar em Educação of the Universidade Federal de Santa Maria/RS, and addressed the following theme: Accessibility in the Digital Application Grapho Game for Students with Intellectual Disabilities. The research problem was based on the following question: How does the application Grapho Game contain accessibility resources for students with intellectual disabilities? Given this, the overall objective was to analyze the accessibility features of the digital application Grapho Game for students with intellectual disabilities. The methodology of this dissertation consisted of applied research, with a qualitative approach, and of the exploratory/descriptive type, with a qualitative analysis of the data. The subjects of the research were 10 students enrolled in the 1st to 9th grades of elementary school, diagnosed with ID, Atendimento Educacional Especializado (AEE) teachers from a public municipal field school, located in the countryside of a city in RS. The instrument for data collection was/were a field diary, using participant observation. With this, the WCAG - Accessibility Quick Reference Guide, Level A, which contains 34 guidelines, was used. The objective of this methodological analysis was to verify how accessible this Digital Application was for the target audience under study. That said, a detailed description of the four principles; Perceptible, Operable, Understandable, and Robust of the WCAG 2.1 accessibility criteria (Level A compliance), which presents a total of 34 accessibility criteria, was made. The results of this study came about through a thorough analysis carried out by the students with ID, during the execution of the game. This way, we tried to identify which accessibility criteria were present/ absent in the Quick Guide for accessibility WCAG2.1). Therefore, at the end of the research it was found the lack of accessibility resources, not only in the Digital Application Grapho Game but in most applications made available by the Web. These applications could be thought of and taken into consideration the characteristics and levels of disability of each. Thus, it would benefit not only the subjects with intellectual disabilities but also all other subjects who have some kind of disability. |