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Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools

Bibliographic Details
Main Author: Campos, Jailma do Socorro Uchôa Bulhões
Publication Date: 2020
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10773/29802
Summary: As a lifelong Specific Learning Difficulty, dyslexia may continue in adolescence and adulthood. Adolescent students with dyslexia still experience difficulties with reading accuracy and comprehension, and a lower motivation in learning. Nonetheless, dyslexia can be manageable with appropriate educational intervention. The Brazilian educational context needs further discussion with the schools to create proper pedagogic strategies focused on giving learners more challenges and opportunities to keep developing their reading skills. This thesis aims to understand how gamification – a process of integrating game features into a non-game context with the aim to increase motivation, participation, enjoyment, and engagement – can be used as pedagogical support to enhance reading learning by students with dyslexia. This investigation is a qualitative case study inspired in Design Thinking, a human-centered and iterative approach used to create solutions to solve problems, which led to the iterative prototyping of a gamified storytelling. The research was developed in an immersive process involving seven participants (three adolescent students with dyslexia and four educators from two Brazilian public schools) over four adapted phases: phase 01 – immersion and exploration, in which a participant-observation was conducted in combination with structured interviews aiming to map the students’ dyslexia needs and difficulties and learn about them, and a documentary analysis and open-ended questions in order to investigate and understand the educational context of Multifunctional Resource Rooms; phase 02 – analysis and definition, in which the content analysis technique was used to analyze and cross the data collected in phase 01; phase 03 – ideation, which was developed as a process of design and creation of the gamified plan/tool registered as field notes; and phase 04 –iterative prototyping, to test, obtain participants’ feedback with the purpose of iterating and then redefining the gamified tool. At this stage, instruments such as scales, questionnaires, and interviews with open-ended questions were applied to get the participants’ opinions on the tool. Moreover, all the testing sessions were video-recorded and subsequently transcribed and analyzed. Content analysis was the technique used to code textual material and to make interpretations. Based on the main findings of this study, some conclusions are highlighted. First, mapping and characterizing adolescent students with dyslexia difficulties allowed a deep understanding of the learners’ profiles, their thoughts, feelings, motivation to read/write, expectations about school support, needs, and evinced and self-perceived difficulties. In addition, the investigation of Multifunctional Resource Rooms elucidated the insufficient support provided to students with dyslexia in the Brazilian Special Educational context. Moreover, the process of ideation, design, prototyping, and testing of gamified storytelling beyond the creative and innovative process provided information about the contributions of a tool embedded with game mechanics to obtain a more intrinsic motivation, enjoyment, engagement, and learning/demonstration of reading skills. The participants’ evaluation provided perceived information about the contributions of the gamified experience to motivation, engagement, and learning, in addition to impressions of the paper and digital versions of the tool. This thesis mainly provides a digital prototype as an example of a gamified tool to support the reading activities of learners with reading impairment.
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spelling Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schoolsBrazilian adolescent students with dyslexiaGamification influence on engagement and motivationGamification in reading learningGamified storytelling prototypeAs a lifelong Specific Learning Difficulty, dyslexia may continue in adolescence and adulthood. Adolescent students with dyslexia still experience difficulties with reading accuracy and comprehension, and a lower motivation in learning. Nonetheless, dyslexia can be manageable with appropriate educational intervention. The Brazilian educational context needs further discussion with the schools to create proper pedagogic strategies focused on giving learners more challenges and opportunities to keep developing their reading skills. This thesis aims to understand how gamification – a process of integrating game features into a non-game context with the aim to increase motivation, participation, enjoyment, and engagement – can be used as pedagogical support to enhance reading learning by students with dyslexia. This investigation is a qualitative case study inspired in Design Thinking, a human-centered and iterative approach used to create solutions to solve problems, which led to the iterative prototyping of a gamified storytelling. The research was developed in an immersive process involving seven participants (three adolescent students with dyslexia and four educators from two Brazilian public schools) over four adapted phases: phase 01 – immersion and exploration, in which a participant-observation was conducted in combination with structured interviews aiming to map the students’ dyslexia needs and difficulties and learn about them, and a documentary analysis and open-ended questions in order to investigate and understand the educational context of Multifunctional Resource Rooms; phase 02 – analysis and definition, in which the content analysis technique was used to analyze and cross the data collected in phase 01; phase 03 – ideation, which was developed as a process of design and creation of the gamified plan/tool registered as field notes; and phase 04 –iterative prototyping, to test, obtain participants’ feedback with the purpose of iterating and then redefining the gamified tool. At this stage, instruments such as scales, questionnaires, and interviews with open-ended questions were applied to get the participants’ opinions on the tool. Moreover, all the testing sessions were video-recorded and subsequently transcribed and analyzed. Content analysis was the technique used to code textual material and to make interpretations. Based on the main findings of this study, some conclusions are highlighted. First, mapping and characterizing adolescent students with dyslexia difficulties allowed a deep understanding of the learners’ profiles, their thoughts, feelings, motivation to read/write, expectations about school support, needs, and evinced and self-perceived difficulties. In addition, the investigation of Multifunctional Resource Rooms elucidated the insufficient support provided to students with dyslexia in the Brazilian Special Educational context. Moreover, the process of ideation, design, prototyping, and testing of gamified storytelling beyond the creative and innovative process provided information about the contributions of a tool embedded with game mechanics to obtain a more intrinsic motivation, enjoyment, engagement, and learning/demonstration of reading skills. The participants’ evaluation provided perceived information about the contributions of the gamified experience to motivation, engagement, and learning, in addition to impressions of the paper and digital versions of the tool. This thesis mainly provides a digital prototype as an example of a gamified tool to support the reading activities of learners with reading impairment.Como uma Dificuldade Específica de Aprendizagem, a dislexia permanece na adolescência, bem como na vida adulta. Alunos adolescentes com dislexia ainda apresentam dificuldades com a precisão e compreensão da leitura e baixa motivação para a aprendizagem. O contexto educacional brasileiro necessita de mais debate com a escola para a criação de estratégias pedagógicas apropriadas com o objetivo de promover mais desafios e oportunidades para o desenvolvimento da capacidade de leitura desses alunos. Esta tese tem como objetivo compreender como a gamificação, entendida como um processo de integração de mecanismos de jogos em contexto de não-jogo para promover a motivação, participação, envolvimento e diversão, pode ser usada como apoio pedagógico para reforçar a aprendizagem da leitura de alunos brasileiros com dificuldades disléxicas. Trata-se de um estudo de caso qualitativo inspirado na abordagem metodológica do Design Thinking, uma metodologia iterativa e centrada nas pessoas utilizada para criar soluções e resolver problemas, que culminou numa prototipagem iterativa de uma narrativa gamificada. Todo o trabalho de pesquisa foi desenvolvido num processo imersivo com 6 participantes – 2 alunos adolescentes com dislexia e 4 professores de 2 escolas públicas brasileiras – ao longo de quatro fases adaptadas: fase 01 de imersão e exploração, na qual foi conduzida uma observação-participante combinada com a) entrevistas semiestruturadas, com o intuito de mapear as necessidades e dificuldades disléxicas dos discentes, além de aprender sobre o seu universo de aluno; e b) análise documental e entrevistas abertas, a fim de investigar e compreender o contexto educacional da Sala de Recursos Multifuncionais; fase 02 de análise e definição, em que foi conduzida a análise e o cruzamento dos dados recolhidos na fase 01, por meio da técnica Análise de Conteúdo; fase 03 de ideação, na qual foi desenvolvido um processo de design e criação de um plano para a ferramenta gamificada que foi registado em notas de campo; e fase 04 de prototipagem iterativa, que promoveu a prototipagem e a realização de testes da narrativa gamificada, além de possibilitar a obtenção de feedback dos participantes com o objetivo de proceder à iteração e, consequentemente, redefinir a ferramenta gamificada. Neste estágio, foram produzidas duas versões da ferramenta – a primeira em papel e a segunda em programação digital. Para a recolha de dados, foram aplicados questionários, escalas e entrevistas abertas para obter feedback dos participantes. Além disso, todas as secções dos testes foram registadas em vídeo e posteriormente transcritas e analisadas. A técnica Análise de Conteúdo foi usada para codificar o material textual e fazer interpretações. Tendo em vista os principais resultados deste estudo, ressaltam-se algumas conclusões. De início, mapear e caracterizar as dificuldades disléxicas dos discentes possibilitou uma compreensão sobre os pensamentos, sentimentos, motivações para a leitura/escrita, expectativas acerca do apoio escolar e necessidades dos adolescentes, bem como sobre as dificuldades evidenciadas e percebidas pelos participantes. Além disso, a exploração do contexto da Sala de Recursos Multifuncionais elucidou a ausência de apoio educacional para alunos com dislexia na conjuntura da Educação Especial. Adicionalmente, o processo de ideação, design, prototipagem e realização de testes da narrativa gamificada, para além de um processo criativo, proporcionou informação sobre a contribuição de uma ferramenta gamificada para uma motivação mais intrínseca, diversão, envolvimento e aprendizagem/uso de capacidades de leitura. A avaliação dos participantes proveu perceções sobre a contribuição da experiência de uso para a motivação, envolvimento e aprendizagem, além de impressões sobre as versões analógica e digital da narrativa gamificada. Esta tese propicia, principalmente, um protótipo digital como exemplo de ferramenta gamificada como recurso para atividades de leitura de alunos com perturbações leitoras.2020-11-13T09:22:28Z2020-10-15T00:00:00Z2020-10-15doctoral thesisinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/pdfapplication/pdfhttp://hdl.handle.net/10773/29802TID:101583443engCampos, Jailma do Socorro Uchôa Bulhõesinfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-05-06T04:28:34Zoai:ria.ua.pt:10773/29802Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T14:09:55.016331Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools
title Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools
spellingShingle Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools
Campos, Jailma do Socorro Uchôa Bulhões
Brazilian adolescent students with dyslexia
Gamification influence on engagement and motivation
Gamification in reading learning
Gamified storytelling prototype
title_short Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools
title_full Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools
title_fullStr Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools
title_full_unstemmed Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools
title_sort Gamification as support to reading learning: motivation and engagement of students with dyslexia from Brazilian schools
author Campos, Jailma do Socorro Uchôa Bulhões
author_facet Campos, Jailma do Socorro Uchôa Bulhões
author_role author
dc.contributor.author.fl_str_mv Campos, Jailma do Socorro Uchôa Bulhões
dc.subject.por.fl_str_mv Brazilian adolescent students with dyslexia
Gamification influence on engagement and motivation
Gamification in reading learning
Gamified storytelling prototype
topic Brazilian adolescent students with dyslexia
Gamification influence on engagement and motivation
Gamification in reading learning
Gamified storytelling prototype
description As a lifelong Specific Learning Difficulty, dyslexia may continue in adolescence and adulthood. Adolescent students with dyslexia still experience difficulties with reading accuracy and comprehension, and a lower motivation in learning. Nonetheless, dyslexia can be manageable with appropriate educational intervention. The Brazilian educational context needs further discussion with the schools to create proper pedagogic strategies focused on giving learners more challenges and opportunities to keep developing their reading skills. This thesis aims to understand how gamification – a process of integrating game features into a non-game context with the aim to increase motivation, participation, enjoyment, and engagement – can be used as pedagogical support to enhance reading learning by students with dyslexia. This investigation is a qualitative case study inspired in Design Thinking, a human-centered and iterative approach used to create solutions to solve problems, which led to the iterative prototyping of a gamified storytelling. The research was developed in an immersive process involving seven participants (three adolescent students with dyslexia and four educators from two Brazilian public schools) over four adapted phases: phase 01 – immersion and exploration, in which a participant-observation was conducted in combination with structured interviews aiming to map the students’ dyslexia needs and difficulties and learn about them, and a documentary analysis and open-ended questions in order to investigate and understand the educational context of Multifunctional Resource Rooms; phase 02 – analysis and definition, in which the content analysis technique was used to analyze and cross the data collected in phase 01; phase 03 – ideation, which was developed as a process of design and creation of the gamified plan/tool registered as field notes; and phase 04 –iterative prototyping, to test, obtain participants’ feedback with the purpose of iterating and then redefining the gamified tool. At this stage, instruments such as scales, questionnaires, and interviews with open-ended questions were applied to get the participants’ opinions on the tool. Moreover, all the testing sessions were video-recorded and subsequently transcribed and analyzed. Content analysis was the technique used to code textual material and to make interpretations. Based on the main findings of this study, some conclusions are highlighted. First, mapping and characterizing adolescent students with dyslexia difficulties allowed a deep understanding of the learners’ profiles, their thoughts, feelings, motivation to read/write, expectations about school support, needs, and evinced and self-perceived difficulties. In addition, the investigation of Multifunctional Resource Rooms elucidated the insufficient support provided to students with dyslexia in the Brazilian Special Educational context. Moreover, the process of ideation, design, prototyping, and testing of gamified storytelling beyond the creative and innovative process provided information about the contributions of a tool embedded with game mechanics to obtain a more intrinsic motivation, enjoyment, engagement, and learning/demonstration of reading skills. The participants’ evaluation provided perceived information about the contributions of the gamified experience to motivation, engagement, and learning, in addition to impressions of the paper and digital versions of the tool. This thesis mainly provides a digital prototype as an example of a gamified tool to support the reading activities of learners with reading impairment.
publishDate 2020
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