Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais

Detalhes bibliográficos
Ano de defesa: 2025
Autor(a) principal: Azevedo, Paulo Cesar Viana
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/82466
Resumo: The difficulty of students in maintaining attention during the learning process is considered one of the factors that can generate unsatisfactory learning and, often, cause impacts that reflect in various aspects of their daily lives. The present study aimed to evaluate the impacts of two cognitive games controlled via Brain-Computer Interface, developed to assist in the improvement of attention and learning of students in the early years of elementary education. The referred study is characterized as field research, descriptive and with a mixed approach (qualitative-quantitative), conducted over six months in a private school in the city of Fortaleza, in the State of Ceará. The sample was composed of six students, aged between 8 and 10 years, and to be included in the sample, the students had to sign the Free and Informed Assent Form, in addition to the signing of the Free and Informed Consent Form by their guardians. Before the training sessions, the main researcher had a conversation with the students’ teachers to obtain detailed information about their school difficulties, attention levels, and any pre-existing diagnosis of conditions such as Attention Deficit Disorder, Autism, or any other disorder or syndrome. The training procedures were also explained to the guardians in a meeting, including its objectives, the nature of the activities involved, in addition to the expectations regarding the students’ participation. The referred study was developed through training lasting 6 months with games controlled by Brain-Computer Interface. The training consisted of two weekly sessions, with an average duration of 20 minutes. In the end, 40 sessions and a total of 800 minutes were recorded, equivalent to 13h and 20 minutes of games. While some students played more, others played less than this time. The research met all the criteria of the Ethics Committee on research involving human beings. To analyze the quantitative data, a mixed statistical model with a random intercept was used. The results revealed a general increase in the students’ average attention, with significant individual variations. The participants were divided into three groups: (1) statistically significant improvement (p<0.05) (Participants 1 and 6); (2) positive trend, but without statistical significance (p>0.05) (Participants 2 and 4); and (3) no significant variations (p>0.05) (Participants 3 and 5). The modeling with mixed models confirmed the reliability of the data from this study, highlighting that individual factors such as motivation and learning pace can directly influence the results. The intervention proved to be effective in improving attention, especially in students with some attentional control, but it is suggested that it be combined with other strategies or longer training periods for cases in which no significant improvement was obtained. It is concluded that training with cognitive games can promote improvements in attention, learning, and socioemotional development of students, especially those with Attention Deficit Hyperactivity Disorder and Autism Spectrum Disorder, in addition to advances in subjects such as mathematics and science. Although the technology presents potential as a pedagogical tool, its access is still limited and restricted to specific contexts. Therefore, it is recommended to carry out studies with games controlled via Brain-Computer Interface in different educational contexts and age groups, with the aim of expanding inclusion and personalized teaching, seeking to overcome current accessibility barriers.
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spelling Azevedo, Paulo Cesar VianaBarros Filho, Edgar Marçal de2025-09-10T17:22:44Z2025-09-10T17:22:44Z2025-09AZEVEDO, Paulo Cesar Viana. Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais. 2025. Dissertação (Mestrado Profissional em Tecnologia Educacional) – Programa de Pós-Graduação em Tecnologia Educacional, Instituto Universidade Virtual, Universidade Federal do Ceará, Fortaleza, 2025.http://repositorio.ufc.br/handle/riufc/82466The difficulty of students in maintaining attention during the learning process is considered one of the factors that can generate unsatisfactory learning and, often, cause impacts that reflect in various aspects of their daily lives. The present study aimed to evaluate the impacts of two cognitive games controlled via Brain-Computer Interface, developed to assist in the improvement of attention and learning of students in the early years of elementary education. The referred study is characterized as field research, descriptive and with a mixed approach (qualitative-quantitative), conducted over six months in a private school in the city of Fortaleza, in the State of Ceará. The sample was composed of six students, aged between 8 and 10 years, and to be included in the sample, the students had to sign the Free and Informed Assent Form, in addition to the signing of the Free and Informed Consent Form by their guardians. Before the training sessions, the main researcher had a conversation with the students’ teachers to obtain detailed information about their school difficulties, attention levels, and any pre-existing diagnosis of conditions such as Attention Deficit Disorder, Autism, or any other disorder or syndrome. The training procedures were also explained to the guardians in a meeting, including its objectives, the nature of the activities involved, in addition to the expectations regarding the students’ participation. The referred study was developed through training lasting 6 months with games controlled by Brain-Computer Interface. The training consisted of two weekly sessions, with an average duration of 20 minutes. In the end, 40 sessions and a total of 800 minutes were recorded, equivalent to 13h and 20 minutes of games. While some students played more, others played less than this time. The research met all the criteria of the Ethics Committee on research involving human beings. To analyze the quantitative data, a mixed statistical model with a random intercept was used. The results revealed a general increase in the students’ average attention, with significant individual variations. The participants were divided into three groups: (1) statistically significant improvement (p<0.05) (Participants 1 and 6); (2) positive trend, but without statistical significance (p>0.05) (Participants 2 and 4); and (3) no significant variations (p>0.05) (Participants 3 and 5). The modeling with mixed models confirmed the reliability of the data from this study, highlighting that individual factors such as motivation and learning pace can directly influence the results. The intervention proved to be effective in improving attention, especially in students with some attentional control, but it is suggested that it be combined with other strategies or longer training periods for cases in which no significant improvement was obtained. It is concluded that training with cognitive games can promote improvements in attention, learning, and socioemotional development of students, especially those with Attention Deficit Hyperactivity Disorder and Autism Spectrum Disorder, in addition to advances in subjects such as mathematics and science. Although the technology presents potential as a pedagogical tool, its access is still limited and restricted to specific contexts. Therefore, it is recommended to carry out studies with games controlled via Brain-Computer Interface in different educational contexts and age groups, with the aim of expanding inclusion and personalized teaching, seeking to overcome current accessibility barriers.A dificuldade dos alunos em manterem a atenção durante o processo de aprendizagem é considerada um dos fatores que podem gerar um aprendizado insatisfatório e, muitas vezes causar impactos que refletem em diversos aspectos de sua vida cotidiana. O presente estudo teve como objetivo avaliar os impactos de dois jogos cognitivos controlados via Interface Cérebro-Computador, desenvolvidos para auxiliar na melhoria da atenção e da aprendizagem de estudantes do ensino fundamental Anos Iniciais. O referido estudo caracteriza-se como uma pesquisa de campo, descritiva e abordagem mista (quali-quantitativa), conduzida ao longo de seis meses em uma escola particular da cidade de Fortaleza no Estado do Ceará. A amostra foi composta por seis alunos, com idades entre 8 e 10 anos, e para serem incluídos na amostra, os alunos tiveram que assinar o Termo de Assentimento Livre e Esclarecido, além da assinatura do Termo de Consentimento Livre e Esclarecido pelos seus responsáveis. Antes das sessões de treinamento o pesquisador principal teve uma conversa com os professores dos alunos para obter informações detalhadas sobre suas dificuldades escolares, níveis de atenção, e qualquer diagnóstico pré-existente de condições como Transtorno de Déficit de Atenção, Autismo ou qualquer outro transtorno ou síndrome. Também foi explicado em reunião aos responsáveis os procedimentos do treinamento, incluindo seus objetivos, natureza das atividades envolvidas, além das expectativas em relação à participação dos alunos. O referido estudo foi desenvolvido por meio de um treinamento com duração de 6 meses com jogos controlados por Interface Cérebro-Computador. O treinamento consistiu em duas sessões semanais, com duração média de 20 minutos. Ao final, foram computadas 40 sessões e um total de 800 minutos, equivalente a 13h e 20 minutos de jogos. Enquanto alguns alunos jogaram mais, enquanto outros jogaram menos que esse tempo. A pesquisa atendeu a todos os critérios do Comitê de Ética em pesquisa com seres humanos. Para analisar os dados quantitativos, foi utilizado um modelo estatístico misto com intercepto aleatório. Os resultados revelaram um aumento geral na atenção média dos alunos, com variações individuais significativas. Os participantes foram divididos em três grupos: (1) melhora estatisticamente significativa (p<0,05) (Participantes 1 e 6); (2) tendência positiva, mas sem significância estatística (p>0,05) (Participantes 2 e 4); e (3) sem variações significativas (p>0,05) (Participantes 3 e 5). A modelagem com modelos mistos confirmou a confiabilidade dos dados desse estudo, destacando que os fatores individuais como motivação e ritmo de aprendizado, podem influenciar diretamente os resultados. A intervenção mostrou-se eficaz para aprimorar a atenção, especialmente em alunos com certo controle atencional, mas sugere-se a junção com outras estratégias ou períodos mais longos de treinamento para casos nos quais não obteve uma melhora significativa. Conclui-se que os treinamentos com jogos cognitivos podem promover melhorias na atenção, aprendizagem e desenvolvimento socioemocional de alunos, especialmente com Transtorno de Déficit de Atenção e Hiperatividade e Transtorno do Espectro Autista, além de avanços em disciplinas como matemática e ciências. Embora a tecnologia apresente potencial como ferramenta pedagógica, seu acesso ainda é limitado e restrito a contextos específicos. Dessa forma, recomenda-se a realização de estudos com jogos controlados via interface cérebro-computador em diferentes contextos educacionais e faixas etárias, com o objetivo de ampliar a inclusão e a personalização do ensino, buscando superar as barreiras de acessibilidade atuais.Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciaisinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisJogos cognitivosInterface cérebro-computadorAtençãoAprendizagemEnsino fundamentalCognitive gamesBrain-computer InterfaceAttentionLearningElementary educationCNPQ::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:UFChttp://lattes.cnpq.br/5645271931537220http://lattes.cnpq.br/10158825588766462025-09-10ORIGINAL2025_dis_pcvazevedo.pdf2025_dis_pcvazevedo.pdfapplication/pdf1798554http://repositorio.ufc.br/bitstream/riufc/82466/4/2025_dis_pcvazevedo.pdf472a94b2a33b205a774d8ad64645fe29MD542025_pe_pcvazevedo.pdf2025_pe_pcvazevedo.pdfapplication/pdf170173http://repositorio.ufc.br/bitstream/riufc/82466/7/2025_pe_pcvazevedo.pdf5eb6cb5f26f0f45778035a8054ae56adMD57LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/82466/6/license.txt8a4605be74aa9ea9d79846c1fba20a33MD56riufc/824662025-09-10 14:27:44.825oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2025-09-10T17:27:44Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false
dc.title.pt_BR.fl_str_mv Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais
title Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais
spellingShingle Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais
Azevedo, Paulo Cesar Viana
CNPQ::CIENCIAS HUMANAS::EDUCACAO::ENSINO-APRENDIZAGEM::TECNOLOGIA EDUCACIONAL
Jogos cognitivos
Interface cérebro-computador
Atenção
Aprendizagem
Ensino fundamental
Cognitive games
Brain-computer Interface
Attention
Learning
Elementary education
title_short Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais
title_full Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais
title_fullStr Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais
title_full_unstemmed Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais
title_sort Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais
author Azevedo, Paulo Cesar Viana
author_facet Azevedo, Paulo Cesar Viana
author_role author
dc.contributor.author.fl_str_mv Azevedo, Paulo Cesar Viana
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
Jogos cognitivos
Interface cérebro-computador
Atenção
Aprendizagem
Ensino fundamental
Cognitive games
Brain-computer Interface
Attention
Learning
Elementary education
dc.subject.ptbr.pt_BR.fl_str_mv Jogos cognitivos
Interface cérebro-computador
Atenção
Aprendizagem
Ensino fundamental
dc.subject.en.pt_BR.fl_str_mv Cognitive games
Brain-computer Interface
Attention
Learning
Elementary education
description The difficulty of students in maintaining attention during the learning process is considered one of the factors that can generate unsatisfactory learning and, often, cause impacts that reflect in various aspects of their daily lives. The present study aimed to evaluate the impacts of two cognitive games controlled via Brain-Computer Interface, developed to assist in the improvement of attention and learning of students in the early years of elementary education. The referred study is characterized as field research, descriptive and with a mixed approach (qualitative-quantitative), conducted over six months in a private school in the city of Fortaleza, in the State of Ceará. The sample was composed of six students, aged between 8 and 10 years, and to be included in the sample, the students had to sign the Free and Informed Assent Form, in addition to the signing of the Free and Informed Consent Form by their guardians. Before the training sessions, the main researcher had a conversation with the students’ teachers to obtain detailed information about their school difficulties, attention levels, and any pre-existing diagnosis of conditions such as Attention Deficit Disorder, Autism, or any other disorder or syndrome. The training procedures were also explained to the guardians in a meeting, including its objectives, the nature of the activities involved, in addition to the expectations regarding the students’ participation. The referred study was developed through training lasting 6 months with games controlled by Brain-Computer Interface. The training consisted of two weekly sessions, with an average duration of 20 minutes. In the end, 40 sessions and a total of 800 minutes were recorded, equivalent to 13h and 20 minutes of games. While some students played more, others played less than this time. The research met all the criteria of the Ethics Committee on research involving human beings. To analyze the quantitative data, a mixed statistical model with a random intercept was used. The results revealed a general increase in the students’ average attention, with significant individual variations. The participants were divided into three groups: (1) statistically significant improvement (p<0.05) (Participants 1 and 6); (2) positive trend, but without statistical significance (p>0.05) (Participants 2 and 4); and (3) no significant variations (p>0.05) (Participants 3 and 5). The modeling with mixed models confirmed the reliability of the data from this study, highlighting that individual factors such as motivation and learning pace can directly influence the results. The intervention proved to be effective in improving attention, especially in students with some attentional control, but it is suggested that it be combined with other strategies or longer training periods for cases in which no significant improvement was obtained. It is concluded that training with cognitive games can promote improvements in attention, learning, and socioemotional development of students, especially those with Attention Deficit Hyperactivity Disorder and Autism Spectrum Disorder, in addition to advances in subjects such as mathematics and science. Although the technology presents potential as a pedagogical tool, its access is still limited and restricted to specific contexts. Therefore, it is recommended to carry out studies with games controlled via Brain-Computer Interface in different educational contexts and age groups, with the aim of expanding inclusion and personalized teaching, seeking to overcome current accessibility barriers.
publishDate 2025
dc.date.accessioned.fl_str_mv 2025-09-10T17:22:44Z
dc.date.available.fl_str_mv 2025-09-10T17:22:44Z
dc.date.issued.fl_str_mv 2025-09
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dc.identifier.citation.fl_str_mv AZEVEDO, Paulo Cesar Viana. Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais. 2025. Dissertação (Mestrado Profissional em Tecnologia Educacional) – Programa de Pós-Graduação em Tecnologia Educacional, Instituto Universidade Virtual, Universidade Federal do Ceará, Fortaleza, 2025.
dc.identifier.uri.fl_str_mv http://repositorio.ufc.br/handle/riufc/82466
identifier_str_mv AZEVEDO, Paulo Cesar Viana. Jogos cognitivos controlados por interface cérebro-computador: desenvolvimento e avaliação dos impactos na atenção e aprendizagem de estudantes do ensino fundamental anos iniciais. 2025. Dissertação (Mestrado Profissional em Tecnologia Educacional) – Programa de Pós-Graduação em Tecnologia Educacional, Instituto Universidade Virtual, Universidade Federal do Ceará, Fortaleza, 2025.
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