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Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador

Detalhes bibliográficos
Ano de defesa: 2025
Autor(a) principal: Sales, Luana de Sousa
Orientador(a): Barros Filho, Edgar Marçal de
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Área do conhecimento CNPq:
Link de acesso: http://repositorio.ufc.br/handle/riufc/81543
Resumo: This study developed and evaluated a mind game for meditation training controlled by Brain-Computer Interface (BCI) in deaf students. The research involved eight deaf participants, who used the MENTIFLUFY platform for meditation exercises. This is an applied case study with quasi-experimental designs in a single group of participants, and with a qualitative approach. The data collected were analyzed based on the observation of the behavior of the variables for obtaining and interpreting results. Over the course of eight weeks, deaf students participated individually in weekly meditation sessions, mediated by the game monitored by BCI neurofeedback technology. Each student participated in two to three weekly sessions lasting 10 to 30 minutes. The game was developed based on specific guidelines for the creation of digital games for this audience, considering guidelines such as accessibility, incorporation of visual elements, intuitive and easy-to-use interface, and dispersion of auditory resources. During the training, positive and negative effects were observed in the participating students. Among the positive effects, the following stand out: increased engagement in school activities, improved emotional control, greater efficiency in concentration, and improved socialization. However, challenges were also identified, such as interference from external factors (noise and distractions) and the influence of conditions such as high levels of anxiety and fatigue, which affected the performance of some participants. The analysis of the results revealed that the continuity and regularity of the training were decisive for the success of the meditative practices, especially among the participants with the highest attendance. Thus, the results indicate a significant improvement in the meditation capacity of deaf students, suggesting that technology can be an effective tool for Mindfulness practices in this population. This study contributes to the ex- pansion of the use of ICC technologies in the educational and therapeutic context, providing insights into the integration of interactive games in the development of emotional self-regulation skills in deaf subjects. The findings of this study open possibilities for new investigations into the impact of neurofeedback and ICC-assisted meditation in the context of deafness, such as deaf adolescents with anxiety disorders.
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spelling Sales, Luana de SousaBarros Filho, Edgar Marçal de2025-07-12T13:53:18Z2025-07-12T13:53:18Z2025SALES, Luana de Sousa. Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador. 2025. 142. Dissertação (Mestrado em Tecnologia Educacional) - Programa de Pós-Graduação em Tecnologia Educacional, Instituto UFC Virtual, Universidade Federal do Ceará, Fortaleza, 2025.http://repositorio.ufc.br/handle/riufc/81543This study developed and evaluated a mind game for meditation training controlled by Brain-Computer Interface (BCI) in deaf students. The research involved eight deaf participants, who used the MENTIFLUFY platform for meditation exercises. This is an applied case study with quasi-experimental designs in a single group of participants, and with a qualitative approach. The data collected were analyzed based on the observation of the behavior of the variables for obtaining and interpreting results. Over the course of eight weeks, deaf students participated individually in weekly meditation sessions, mediated by the game monitored by BCI neurofeedback technology. Each student participated in two to three weekly sessions lasting 10 to 30 minutes. The game was developed based on specific guidelines for the creation of digital games for this audience, considering guidelines such as accessibility, incorporation of visual elements, intuitive and easy-to-use interface, and dispersion of auditory resources. During the training, positive and negative effects were observed in the participating students. Among the positive effects, the following stand out: increased engagement in school activities, improved emotional control, greater efficiency in concentration, and improved socialization. However, challenges were also identified, such as interference from external factors (noise and distractions) and the influence of conditions such as high levels of anxiety and fatigue, which affected the performance of some participants. The analysis of the results revealed that the continuity and regularity of the training were decisive for the success of the meditative practices, especially among the participants with the highest attendance. Thus, the results indicate a significant improvement in the meditation capacity of deaf students, suggesting that technology can be an effective tool for Mindfulness practices in this population. This study contributes to the ex- pansion of the use of ICC technologies in the educational and therapeutic context, providing insights into the integration of interactive games in the development of emotional self-regulation skills in deaf subjects. The findings of this study open possibilities for new investigations into the impact of neurofeedback and ICC-assisted meditation in the context of deafness, such as deaf adolescents with anxiety disorders.Este estudo desenvolveu e avaliou um jogo mental para treinamento de meditação controlado por Interface Cérebro-Computador (ICC) em estudantes surdos. A pesquisa envolveu oito participantes surdos, que utilizaram a plataforma MENTIFLUFY para exercícios de meditação. Trata-se de um estudo de caso de natureza aplicada com delineamentos quase-experimentais em um único grupo de participantes, e com abordagem qualitativa. Os dados coletados foram analisados a partir da observação do comportamento das variáveis de obtenção e interpretação de resultados. Ao longo de oito semanas, estudantes surdos participaram individualmente de sessões semanais de meditação, mediadas pelo jogo monitorado por tecnologia ICC de neuro- feedback. Cada estudante participou de duas a três sessões semanais com duração de 10 a 30 minutos. O jogo foi desenvolvido com base em diretrizes específicas para a criação de jogos digitais para esse público, considerando diretrizes como acessibilidade, incorporação de elementos visuais, interface intuitiva e de fácil usabilidade, e com dispersão de recursos auditivos. Durante o treinamento, foram observados efeitos positivos e negativos nos estudantes participantes. Entre os efeitos positivos, destacam-se o aumento do engajamento nas atividades escolares, a melhoria do controle emocional, a maior eficiência na concentração e a melhoria da socialização. No entanto, também foram identificados desafios, como a interferência de fatores externos (ruídos e distrações) e a influência de condições como nível de ansiedade elevado e fadiga, que afetaram o desempenho de alguns participantes. A análise dos resultados revelou que a continuidade e regularidade do treinamento foram determinantes para o sucesso das práticas meditativas, especialmente entre os participantes com maior assiduidade. Assim, os resultados indicam uma melhora significativa na capacidade de meditação dos estudantes surdos, sugerindo que a tecnologia pode ser uma ferramenta eficaz para as práticas de Mind- fulness nesse público. Este estudo contribui para a ampliação do uso de tecnologias ICC no contexto educacional e terapêutico, fornecendo insights sobre a integração de jogos interativos no desenvolvimento de habilidades de autorregulação emocional em sujeitos surdos. As descobertas deste estudo abrem possibilidades para novas investigações sobre o impacto do neurofeedback e da meditação assistida por tecnologia ICC no contexto da surdez, como adolescentes surdos com transtornos de ansiedade.Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computadorinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisInterface Cérebro-ComputadorMeditaçãoEstudantes surdosJogoNeuro-feedbackBrain-Computer InterfaceMeditationDeaf studentsGameNeurofeedbackCNPQ::CIENCIAS HUMANAS::EDUCACAO::ENSINO-APRENDIZAGEM::TECNOLOGIA EDUCACIONALinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFChttps://lattes.cnpq.br/0699273566034521https://orcid.org/0000-0001-5037-2724http://lattes.cnpq.br/10158825588766462025-07-12ORIGINAL2025_dis_Issales.pdf2025_dis_Issales.pdfDissertaçãoapplication/pdf7993177http://repositorio.ufc.br/bitstream/riufc/81543/4/2025_dis_Issales.pdf6e5c2a94b81d8dde81fb5434591e14a8MD542025_pe_lssales.pdf2025_pe_lssales.pdfProduto Educacionalapplication/pdf397025http://repositorio.ufc.br/bitstream/riufc/81543/6/2025_pe_lssales.pdf52c7a9431b863f4bed20c544d68977acMD56LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/81543/5/license.txt8a4605be74aa9ea9d79846c1fba20a33MD55riufc/815432025-07-16 10:26:46.17oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2025-07-16T13:26:46Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false
dc.title.pt_BR.fl_str_mv Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador
title Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador
spellingShingle Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador
Sales, Luana de Sousa
CNPQ::CIENCIAS HUMANAS::EDUCACAO::ENSINO-APRENDIZAGEM::TECNOLOGIA EDUCACIONAL
Interface Cérebro-Computador
Meditação
Estudantes surdos
Jogo
Neuro-feedback
Brain-Computer Interface
Meditation
Deaf students
Game
Neurofeedback
title_short Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador
title_full Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador
title_fullStr Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador
title_full_unstemmed Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador
title_sort Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador
author Sales, Luana de Sousa
author_facet Sales, Luana de Sousa
author_role author
dc.contributor.author.fl_str_mv Sales, Luana de Sousa
dc.contributor.advisor1.fl_str_mv Barros Filho, Edgar Marçal de
contributor_str_mv Barros Filho, Edgar Marçal de
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS HUMANAS::EDUCACAO::ENSINO-APRENDIZAGEM::TECNOLOGIA EDUCACIONAL
topic CNPQ::CIENCIAS HUMANAS::EDUCACAO::ENSINO-APRENDIZAGEM::TECNOLOGIA EDUCACIONAL
Interface Cérebro-Computador
Meditação
Estudantes surdos
Jogo
Neuro-feedback
Brain-Computer Interface
Meditation
Deaf students
Game
Neurofeedback
dc.subject.ptbr.pt_BR.fl_str_mv Interface Cérebro-Computador
Meditação
Estudantes surdos
Jogo
Neuro-feedback
dc.subject.en.pt_BR.fl_str_mv Brain-Computer Interface
Meditation
Deaf students
Game
Neurofeedback
description This study developed and evaluated a mind game for meditation training controlled by Brain-Computer Interface (BCI) in deaf students. The research involved eight deaf participants, who used the MENTIFLUFY platform for meditation exercises. This is an applied case study with quasi-experimental designs in a single group of participants, and with a qualitative approach. The data collected were analyzed based on the observation of the behavior of the variables for obtaining and interpreting results. Over the course of eight weeks, deaf students participated individually in weekly meditation sessions, mediated by the game monitored by BCI neurofeedback technology. Each student participated in two to three weekly sessions lasting 10 to 30 minutes. The game was developed based on specific guidelines for the creation of digital games for this audience, considering guidelines such as accessibility, incorporation of visual elements, intuitive and easy-to-use interface, and dispersion of auditory resources. During the training, positive and negative effects were observed in the participating students. Among the positive effects, the following stand out: increased engagement in school activities, improved emotional control, greater efficiency in concentration, and improved socialization. However, challenges were also identified, such as interference from external factors (noise and distractions) and the influence of conditions such as high levels of anxiety and fatigue, which affected the performance of some participants. The analysis of the results revealed that the continuity and regularity of the training were decisive for the success of the meditative practices, especially among the participants with the highest attendance. Thus, the results indicate a significant improvement in the meditation capacity of deaf students, suggesting that technology can be an effective tool for Mindfulness practices in this population. This study contributes to the ex- pansion of the use of ICC technologies in the educational and therapeutic context, providing insights into the integration of interactive games in the development of emotional self-regulation skills in deaf subjects. The findings of this study open possibilities for new investigations into the impact of neurofeedback and ICC-assisted meditation in the context of deafness, such as deaf adolescents with anxiety disorders.
publishDate 2025
dc.date.accessioned.fl_str_mv 2025-07-12T13:53:18Z
dc.date.available.fl_str_mv 2025-07-12T13:53:18Z
dc.date.issued.fl_str_mv 2025
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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dc.identifier.citation.fl_str_mv SALES, Luana de Sousa. Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador. 2025. 142. Dissertação (Mestrado em Tecnologia Educacional) - Programa de Pós-Graduação em Tecnologia Educacional, Instituto UFC Virtual, Universidade Federal do Ceará, Fortaleza, 2025.
dc.identifier.uri.fl_str_mv http://repositorio.ufc.br/handle/riufc/81543
identifier_str_mv SALES, Luana de Sousa. Mentiflufy: treinamento de meditação em estudantes surdos por meio de jogo controlado por interface cérebro-computador. 2025. 142. Dissertação (Mestrado em Tecnologia Educacional) - Programa de Pós-Graduação em Tecnologia Educacional, Instituto UFC Virtual, Universidade Federal do Ceará, Fortaleza, 2025.
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