A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner
| Ano de defesa: | 2025 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Tese |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Universidade Católica de Brasília
|
| Programa de Pós-Graduação: |
Programa Stricto Sensu em Educação
|
| Departamento: |
Escola de Educação, Tecnologia e Comunicação
|
| País: |
Brasil
|
| Palavras-chave em Português: | |
| Palavras-chave em Inglês: | |
| Área do conhecimento CNPq: | |
| Link de acesso: | https://bdtd.ucb.br:8443/jspui/handle/tede/3648 |
Resumo: | This thesis investigates the impact of gamification on the psychomotor and cognitive development of children with Down syndrome (DS), utilizing touchscreen devices and associating the methodology with Howard Gardner's Theory of Multiple Intelligences. The research context is framed within the growing pursuit of innovative pedagogical strategies that foster school inclusion and the holistic development of children with special educational needs. Despite advancements in assistive technologies within education, there remains a significant scientific gap regarding the application of gamification focused on stimulating different intelligences in children with DS. The primary objective of this research was to evaluate the impact of gamification, mediated by touchscreen technology enriched with visual and auditory resources, on the psychomotor and cognitive development of these children. Specific objectives included analyzing how each of Gardner's proposed intelligences can be stimulated through games, implementing a pilot study to test the effectiveness of the developed application, and creating a preliminary protocol for applying gamification in inclusive education. The adopted methodology consisted of an experimental and qualitative study. The development of the "CogniAction" application was followed by the implementation of a series of educational games focused on stimulating linguistic, logical-mathematical, spatial, musical, bodily kinesthetic, interpersonal, and intrapersonal intelligences. Data collection included quantitative metrics derived from game performance and qualitative interviews with professionals who oversaw the application. The research results indicated that gamification significantly contributed to the cognitive and motor development of children with DS. The children demonstrated improvements in motor coordination, attention, memory, and problem-solving skills. Additionally, engagement and motivation during gamified activities were notable, reinforcing the importance of playful approaches in the context of inclusive education. Qualitative analysis revealed that the involved professionals perceived gamification as a powerful tool to facilitate learning and promote inclusion. The research concludes that gamification, when integrated with robust theoretical foundations such as the Theory of Multiple Intelligences, is an effective strategy for promoting the holistic development of children with Down syndrome. This study not only advances knowledge in the field of inclusive education but also provides practical guidelines for creating more dynamic and welcoming educational environments. Thus, gamification presents itself as a promising tool to transform the learning experience, fostering inclusion and improving the quality of life for these children. |
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Moresi, Eduardo Amadeu Dutrahttp://lattes.cnpq.br/1088020888142000http://lattes.cnpq.br/0568184033386528Braga Filho, Mário de Oliveira2025-05-05T17:58:36Z2025-02-27BRAGA FILHO, Mário de Oliveira. A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner. 2025. 107 f. Tese (Programa Stricto Sensu em Educação) - Universidade Católica de Brasília, Brasília, 2025.https://bdtd.ucb.br:8443/jspui/handle/tede/3648This thesis investigates the impact of gamification on the psychomotor and cognitive development of children with Down syndrome (DS), utilizing touchscreen devices and associating the methodology with Howard Gardner's Theory of Multiple Intelligences. The research context is framed within the growing pursuit of innovative pedagogical strategies that foster school inclusion and the holistic development of children with special educational needs. Despite advancements in assistive technologies within education, there remains a significant scientific gap regarding the application of gamification focused on stimulating different intelligences in children with DS. The primary objective of this research was to evaluate the impact of gamification, mediated by touchscreen technology enriched with visual and auditory resources, on the psychomotor and cognitive development of these children. Specific objectives included analyzing how each of Gardner's proposed intelligences can be stimulated through games, implementing a pilot study to test the effectiveness of the developed application, and creating a preliminary protocol for applying gamification in inclusive education. The adopted methodology consisted of an experimental and qualitative study. The development of the "CogniAction" application was followed by the implementation of a series of educational games focused on stimulating linguistic, logical-mathematical, spatial, musical, bodily kinesthetic, interpersonal, and intrapersonal intelligences. Data collection included quantitative metrics derived from game performance and qualitative interviews with professionals who oversaw the application. The research results indicated that gamification significantly contributed to the cognitive and motor development of children with DS. The children demonstrated improvements in motor coordination, attention, memory, and problem-solving skills. Additionally, engagement and motivation during gamified activities were notable, reinforcing the importance of playful approaches in the context of inclusive education. Qualitative analysis revealed that the involved professionals perceived gamification as a powerful tool to facilitate learning and promote inclusion. The research concludes that gamification, when integrated with robust theoretical foundations such as the Theory of Multiple Intelligences, is an effective strategy for promoting the holistic development of children with Down syndrome. This study not only advances knowledge in the field of inclusive education but also provides practical guidelines for creating more dynamic and welcoming educational environments. Thus, gamification presents itself as a promising tool to transform the learning experience, fostering inclusion and improving the quality of life for these children.Esta tese investiga o impacto da gamificação no desenvolvimento psicomotor e cognitivo de crianças com Síndrome de Down (SD), utilizando dispositivos com telas sensíveis ao toque, associando a metodologia à Teoria das Inteligências Múltiplas de Howard Gardner. O contexto da pesquisa está inserido na crescente busca por estratégias pedagógicas inovadoras que promovam a inclusão escolar e o desenvolvimento integral de crianças com necessidades educacionais especiais. Apesar do avanço das tecnologias assistivas na educação, há um gap científico significativo quanto à aplicação da gamificação focada na estimulação de diferentes inteligências em crianças com SD. O objetivo geral da pesquisa foi avaliar o impacto da gamificação, mediada por tecnologia de tela sensível ao toque e enriquecida com recursos visuais e sonoros, no desenvolvimento psicomotor e cognitivo dessas crianças. Os objetivos específicos incluíram a análise de como cada inteligência proposta por Gardner pode ser estimulada por meio dos jogos, a implementação de um estudo piloto para testar a efetividade do aplicativo desenvolvido, e a elaboração de um protocolo preliminar para a aplicação da gamificação na educação inclusiva. A metodologia adotada foi composta por um estudo experimental e qualitativo. O desenvolvimento do aplicativo "CogniAction" foi seguido pela aplicação de uma bateria de jogos pedagógicos, focados na estimulação das inteligências linguística, lógico-matemática, espacial, musical, corporal-cinestésica, interpessoal e intrapessoal. A coleta de dados incluiu métricas quantitativas extraídas do desempenho nos jogos e entrevistas qualitativas com profissionais que acompanharam a aplicação. Os resultados da pesquisa indicaram que a gamificação contribuiu significativamente para o desenvolvimento cognitivo e motor das crianças com SD. As crianças demonstraram melhorias na coordenação motora, atenção, memória e habilidades de resolução de problemas. Além disso, o engajamento e a motivação durante as atividades gamificadas foram notáveis, o que reforça a importância de abordagens lúdicas no contexto da educação inclusiva. A análise qualitativa revelou que os profissionais envolvidos perceberam a gamificação como uma ferramenta poderosa para facilitar a aprendizagem e promover a inclusão. A conclusão da pesquisa destaca que a gamificação, quando integrada a fundamentos teóricos robustos como a Teoria das Inteligências Múltiplas, é uma estratégia eficaz para promover o desenvolvimento integral de crianças com Síndrome de Down. A pesquisa não apenas contribui para o avanço do conhecimento na área da educação inclusiva, mas também oferece subsídios práticos para a criação de ambientes educacionais mais dinâmicos e acolhedores. Assim, a gamificação se apresenta como uma ferramenta promissora para transformar a experiência de aprendizagem, promovendo a inclusão e a qualidade de vida dessas crianças.Submitted by Ihorranna Oliveira (ihorranna.oliveira@ucb.br) on 2025-03-28T17:51:22Z No. of bitstreams: 1 MárioBragaTese2025.pdf: 8041728 bytes, checksum: c48e5f63ae2c307481b5630413ac9ce0 (MD5)Approved for entry into archive by Sara Ribeiro (sara.ribeiro@ucb.br) on 2025-05-05T17:58:36Z (GMT) No. of bitstreams: 1 MárioBragaTese2025.pdf: 8041728 bytes, checksum: c48e5f63ae2c307481b5630413ac9ce0 (MD5)Made available in DSpace on 2025-05-05T17:58:36Z (GMT). No. of bitstreams: 1 MárioBragaTese2025.pdf: 8041728 bytes, checksum: c48e5f63ae2c307481b5630413ac9ce0 (MD5) Previous issue date: 2025-02-27application/pdfhttps://bdtd.ucb.br:8443/jspui/retrieve/12786/M%c3%a1rioBragaTese2025.pdf.jpgporUniversidade Católica de BrasíliaPrograma Stricto Sensu em EducaçãoUCBBrasilEscola de Educação, Tecnologia e ComunicaçãoSíndrome de DownGamificaçãoTeoria das inteligências múltiplasEducação inclusivaTecnologia assistivaDown SyndromeGamificationTheory of multiple intelligencesInclusive educationAssistive technologyCNPQ::CIENCIAS HUMANAS::EDUCACAOA gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardnerinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UCBinstname:Universidade Católica de Brasília (UCB)instacron:UCBORIGINALMárioBragaTese2025.pdfMárioBragaTese2025.pdfapplication/pdf8041728https://bdtd.ucb.br:8443/jspui/bitstream/tede/3648/2/M%C3%A1rioBragaTese2025.pdfc48e5f63ae2c307481b5630413ac9ce0MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-81905https://bdtd.ucb.br:8443/jspui/bitstream/tede/3648/1/license.txt75558dcf859532757239878b42f1c2c7MD51TEXTMárioBragaTese2025.pdf.txtMárioBragaTese2025.pdf.txttext/plain245415https://bdtd.ucb.br:8443/jspui/bitstream/tede/3648/3/M%C3%A1rioBragaTese2025.pdf.txtd5c809f2c2028e8a0fd2338043c72431MD53THUMBNAILMárioBragaTese2025.pdf.jpgMárioBragaTese2025.pdf.jpgimage/jpeg5248https://bdtd.ucb.br:8443/jspui/bitstream/tede/3648/4/M%C3%A1rioBragaTese2025.pdf.jpg3f8466d7960c494f8cda909871ba6ad8MD54tede/36482025-05-06 13:01:55.351oai:bdtd.ucb.br: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 Digital de Teses e Dissertaçõeshttps://bdtd.ucb.br:8443/jspui/PRIhttps://bdtd.ucb.br:8443/oai/requestsdi@ucb.bropendoar:47812025-05-06T13:01:55Biblioteca Digital de Teses e Dissertações da UCB - Universidade Católica de Brasília (UCB)false |
| dc.title.por.fl_str_mv |
A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner |
| title |
A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner |
| spellingShingle |
A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner Braga Filho, Mário de Oliveira Síndrome de Down Gamificação Teoria das inteligências múltiplas Educação inclusiva Tecnologia assistiva Down Syndrome Gamification Theory of multiple intelligences Inclusive education Assistive technology CNPQ::CIENCIAS HUMANAS::EDUCACAO |
| title_short |
A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner |
| title_full |
A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner |
| title_fullStr |
A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner |
| title_full_unstemmed |
A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner |
| title_sort |
A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner |
| author |
Braga Filho, Mário de Oliveira |
| author_facet |
Braga Filho, Mário de Oliveira |
| author_role |
author |
| dc.contributor.advisor1.fl_str_mv |
Moresi, Eduardo Amadeu Dutra |
| dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/1088020888142000 |
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http://lattes.cnpq.br/0568184033386528 |
| dc.contributor.author.fl_str_mv |
Braga Filho, Mário de Oliveira |
| contributor_str_mv |
Moresi, Eduardo Amadeu Dutra |
| dc.subject.por.fl_str_mv |
Síndrome de Down Gamificação Teoria das inteligências múltiplas Educação inclusiva Tecnologia assistiva |
| topic |
Síndrome de Down Gamificação Teoria das inteligências múltiplas Educação inclusiva Tecnologia assistiva Down Syndrome Gamification Theory of multiple intelligences Inclusive education Assistive technology CNPQ::CIENCIAS HUMANAS::EDUCACAO |
| dc.subject.eng.fl_str_mv |
Down Syndrome Gamification Theory of multiple intelligences Inclusive education Assistive technology |
| dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS HUMANAS::EDUCACAO |
| description |
This thesis investigates the impact of gamification on the psychomotor and cognitive development of children with Down syndrome (DS), utilizing touchscreen devices and associating the methodology with Howard Gardner's Theory of Multiple Intelligences. The research context is framed within the growing pursuit of innovative pedagogical strategies that foster school inclusion and the holistic development of children with special educational needs. Despite advancements in assistive technologies within education, there remains a significant scientific gap regarding the application of gamification focused on stimulating different intelligences in children with DS. The primary objective of this research was to evaluate the impact of gamification, mediated by touchscreen technology enriched with visual and auditory resources, on the psychomotor and cognitive development of these children. Specific objectives included analyzing how each of Gardner's proposed intelligences can be stimulated through games, implementing a pilot study to test the effectiveness of the developed application, and creating a preliminary protocol for applying gamification in inclusive education. The adopted methodology consisted of an experimental and qualitative study. The development of the "CogniAction" application was followed by the implementation of a series of educational games focused on stimulating linguistic, logical-mathematical, spatial, musical, bodily kinesthetic, interpersonal, and intrapersonal intelligences. Data collection included quantitative metrics derived from game performance and qualitative interviews with professionals who oversaw the application. The research results indicated that gamification significantly contributed to the cognitive and motor development of children with DS. The children demonstrated improvements in motor coordination, attention, memory, and problem-solving skills. Additionally, engagement and motivation during gamified activities were notable, reinforcing the importance of playful approaches in the context of inclusive education. Qualitative analysis revealed that the involved professionals perceived gamification as a powerful tool to facilitate learning and promote inclusion. The research concludes that gamification, when integrated with robust theoretical foundations such as the Theory of Multiple Intelligences, is an effective strategy for promoting the holistic development of children with Down syndrome. This study not only advances knowledge in the field of inclusive education but also provides practical guidelines for creating more dynamic and welcoming educational environments. Thus, gamification presents itself as a promising tool to transform the learning experience, fostering inclusion and improving the quality of life for these children. |
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2025 |
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2025-05-05T17:58:36Z |
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2025-02-27 |
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BRAGA FILHO, Mário de Oliveira. A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner. 2025. 107 f. Tese (Programa Stricto Sensu em Educação) - Universidade Católica de Brasília, Brasília, 2025. |
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BRAGA FILHO, Mário de Oliveira. A gamificação na estimulação psicomotora e cognitiva em crianças com trissomia 21 por meio da Teoria das Inteligências Múltiplas de Howard Gardner. 2025. 107 f. Tese (Programa Stricto Sensu em Educação) - Universidade Católica de Brasília, Brasília, 2025. |
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