Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch

Bibliographic Details
Main Author: Rehfeldt, Márcia Jussara Hepp
Publication Date: 2025
Other Authors: Leite, Danilo Pantoja, Lopes, Maria Isabel
Format: Article
Language: por
Source: Revista Contexto & Educação
Download full: https://www.revistas.unijui.edu.br/index.php/contextoeducacao/article/view/15535
Summary: The objective of this study is to describe a pedagogical practice carried out with subjects who have ASD and who developed digital games using the Scratch platform, based on the characteristics of the TEACCH methodology. Regarding the methodology, this research is of a qualitative nature, with the participation of two subjects with ASD. For data collection, participant observation was conducted, along with the collection of materials they produced. Thematic analysis (Braun; Clarke, 2006) was used for interpreting the materials they produced. We also sought to investigate the context of the participating subjects' scenario, encouraging approaches to concepts relevant to the content taught. The main results helped to understand that efforts to combine technologies and learning methodologies aimed at subjects with ASD can contribute to the training of these students and result in significant learning (Leite, Rehfeldt; Lopes, 2019), in addition to advancement in social relationships and interactions, as well as in the process of developing autonomy. Even with challenges, considering the particularity of each participating subject, it was possible to highlight benefits provided by developing this pedagogical practice, such as creative expression, stimulation of logical thinking, improvement of social skills and engagement of participants in the digital game creation process.
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spelling Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using ScratchPrática pedagógica com a metodologia TEACCH: Desenvolvimento de jogos digitais por pessoas com transtorno do espectro autista com uso do ScratchJogos digitaisTEACCHScratchTranstorno do Espectro AutistaDigital gamesTEACCHScratchAutism Spectrum DisorderThe objective of this study is to describe a pedagogical practice carried out with subjects who have ASD and who developed digital games using the Scratch platform, based on the characteristics of the TEACCH methodology. Regarding the methodology, this research is of a qualitative nature, with the participation of two subjects with ASD. For data collection, participant observation was conducted, along with the collection of materials they produced. Thematic analysis (Braun; Clarke, 2006) was used for interpreting the materials they produced. We also sought to investigate the context of the participating subjects' scenario, encouraging approaches to concepts relevant to the content taught. The main results helped to understand that efforts to combine technologies and learning methodologies aimed at subjects with ASD can contribute to the training of these students and result in significant learning (Leite, Rehfeldt; Lopes, 2019), in addition to advancement in social relationships and interactions, as well as in the process of developing autonomy. Even with challenges, considering the particularity of each participating subject, it was possible to highlight benefits provided by developing this pedagogical practice, such as creative expression, stimulation of logical thinking, improvement of social skills and engagement of participants in the digital game creation process.O objetivo deste estudo é descrever uma prática pedagógica realizada, a partir das características da metodologia TEACCH, com sujeitos que apresentam TEA e que desenvolveram jogos digitais utilizando a plataforma Scratch. No que concerne à metodologia, esta pesquisa é de cunho qualitativo, com a participação de dois sujeitos com TEA. Para a coleta de dados, realizou-se a observação dos participantes e a coleta de materiais por eles produzidos. Na interpretação de materiais por eles produzidos foi utilizada a análise temática (Braun; Clarke, 2006). Procurou-se, também, investigar o contexto do cenário dos sujeitos participantes, fomentando as abordagens dos conceitos pertinentes aos conteúdos ensinados. Os principais resultados auxiliaram a entender que os esforços realizados para unir tecnologias e metodologias de aprendizagem destinadas aos sujeitos com TEA podem auxiliar para a formação desses estudantes e resultar em aprendizado com significado (Leite; Rehfeldt; Lopes, 2019), além de avanço nas relações e interações sociais, assim como no processo de desenvolvimento de autonomia. Mesmo com desafios, considerando a particularidade de cada sujeito participante, foi possível evidenciar benefícios proporcionados ao se desenvolver esta prática pedagógica como a expressão criativa, o estímulo ao pensamento lógico, o aprimoramento das habilidades sociais e o engajamento dos participantes no processo de criação de jogos digitais.Unijui2025-04-23info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://www.revistas.unijui.edu.br/index.php/contextoeducacao/article/view/1553510.21527/2179-1309.2025.122.15535Revista Contexto & Educação; v. 40 n. 122 (2025); e155352179-13090102-8758reponame:Revista Contexto & Educaçãoinstname:Universidade Regional do Noroeste do Estado do Rio Grande do Sul (UNIJUI)instacron:UNIJUIporhttps://www.revistas.unijui.edu.br/index.php/contextoeducacao/article/view/15535/8707Copyright (c) 2025 Revista Contexto & Educaçãoinfo:eu-repo/semantics/openAccessRehfeldt, Márcia Jussara HeppLeite, Danilo PantojaLopes, Maria Isabel2025-06-13T14:01:04Zoai:ojs.revistas.unijui.edu.br:article/15535Revistahttps://www.revistas.unijui.edu.br/index.php/contextoeducacao/indexPUBhttps://www.revistas.unijui.edu.br/index.php/contextoeducacao/oairevistaseletronicas@unijui.edu.br2179-13090102-8758opendoar:2025-06-13T14:01:04Revista Contexto & Educação - Universidade Regional do Noroeste do Estado do Rio Grande do Sul (UNIJUI)false
dc.title.none.fl_str_mv Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch
Prática pedagógica com a metodologia TEACCH: Desenvolvimento de jogos digitais por pessoas com transtorno do espectro autista com uso do Scratch
title Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch
spellingShingle Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch
Rehfeldt, Márcia Jussara Hepp
Jogos digitais
TEACCH
Scratch
Transtorno do Espectro Autista
Digital games
TEACCH
Scratch
Autism Spectrum Disorder
title_short Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch
title_full Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch
title_fullStr Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch
title_full_unstemmed Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch
title_sort Pedagogical practice with the TEACCH methodology: Development of digital games by people with autism spectrum disorder using Scratch
author Rehfeldt, Márcia Jussara Hepp
author_facet Rehfeldt, Márcia Jussara Hepp
Leite, Danilo Pantoja
Lopes, Maria Isabel
author_role author
author2 Leite, Danilo Pantoja
Lopes, Maria Isabel
author2_role author
author
dc.contributor.author.fl_str_mv Rehfeldt, Márcia Jussara Hepp
Leite, Danilo Pantoja
Lopes, Maria Isabel
dc.subject.por.fl_str_mv Jogos digitais
TEACCH
Scratch
Transtorno do Espectro Autista
Digital games
TEACCH
Scratch
Autism Spectrum Disorder
topic Jogos digitais
TEACCH
Scratch
Transtorno do Espectro Autista
Digital games
TEACCH
Scratch
Autism Spectrum Disorder
description The objective of this study is to describe a pedagogical practice carried out with subjects who have ASD and who developed digital games using the Scratch platform, based on the characteristics of the TEACCH methodology. Regarding the methodology, this research is of a qualitative nature, with the participation of two subjects with ASD. For data collection, participant observation was conducted, along with the collection of materials they produced. Thematic analysis (Braun; Clarke, 2006) was used for interpreting the materials they produced. We also sought to investigate the context of the participating subjects' scenario, encouraging approaches to concepts relevant to the content taught. The main results helped to understand that efforts to combine technologies and learning methodologies aimed at subjects with ASD can contribute to the training of these students and result in significant learning (Leite, Rehfeldt; Lopes, 2019), in addition to advancement in social relationships and interactions, as well as in the process of developing autonomy. Even with challenges, considering the particularity of each participating subject, it was possible to highlight benefits provided by developing this pedagogical practice, such as creative expression, stimulation of logical thinking, improvement of social skills and engagement of participants in the digital game creation process.
publishDate 2025
dc.date.none.fl_str_mv 2025-04-23
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
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dc.identifier.uri.fl_str_mv https://www.revistas.unijui.edu.br/index.php/contextoeducacao/article/view/15535
10.21527/2179-1309.2025.122.15535
url https://www.revistas.unijui.edu.br/index.php/contextoeducacao/article/view/15535
identifier_str_mv 10.21527/2179-1309.2025.122.15535
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://www.revistas.unijui.edu.br/index.php/contextoeducacao/article/view/15535/8707
dc.rights.driver.fl_str_mv Copyright (c) 2025 Revista Contexto & Educação
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2025 Revista Contexto & Educação
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Unijui
publisher.none.fl_str_mv Unijui
dc.source.none.fl_str_mv Revista Contexto & Educação; v. 40 n. 122 (2025); e15535
2179-1309
0102-8758
reponame:Revista Contexto & Educação
instname:Universidade Regional do Noroeste do Estado do Rio Grande do Sul (UNIJUI)
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instname_str Universidade Regional do Noroeste do Estado do Rio Grande do Sul (UNIJUI)
instacron_str UNIJUI
institution UNIJUI
reponame_str Revista Contexto & Educação
collection Revista Contexto & Educação
repository.name.fl_str_mv Revista Contexto & Educação - Universidade Regional do Noroeste do Estado do Rio Grande do Sul (UNIJUI)
repository.mail.fl_str_mv revistaseletronicas@unijui.edu.br
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