LIBRAR: Integração e gamificação, exercitando Libras

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Data

2017-11-28

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Editor

Universidade Federal de Goiás

Resumo

In view of the challenges of the Brazilian Law of the Inclusion of People with Disabilities (Law No. 13,146), it is proposed the interface design, adapted to mobile platforms, of a learning object that can stimulate the exercise of Libras (Brazilian Sign Language ). The gamification process is used, as well as the "deductive method" presented in the methodology of scientific research, which validates the importance of deaf culture and its language in education, through a detailed survey of the history of the deaf people. For the construction and development of the project, the methodology used is the one proposed by Jesse James Garrett, presented in The Elements of User Experience (2011). The aim is to aid and stimulate the learning of sign language, which will affect listeners, preparing them and enabling them to be influenced by a more inclusive society, as well as the deaf themselves, who depend on Libras as a means of communication.

Descrição

Palavras-chave

Integração, Aplicativo, Libras, Gamificação, Integration, App, Brazilian Sign Language, Gamification

Citação

LIMA, Denise Dantas; SILVA, Gizelle Bezerra da; FERREIRA, Kamila Araujo. LIBRAR: Integração e gamificação, exercitando Libras. 2017. 96 f. Trabalho de Conclusão de Curso (Graduação em Design Gráfico) - Faculdade de Artes Visuais, Universidade Federal de Goiás, Goiânia, 2017.