The DOI matches its Crossref record; 72 of the 72 references it cites were found in a registry or an index.
An educational game to teach numbers in Brazilian Sign Language while having fun
Abstract
Abstract This work presents an educational, cross-platform, turn-based, heavily visual-based and touch-ready digital game that targets the learning of signs in BSL for some Natural Numbers by children and adults, called MatLIBRAS Racing. This solution differs from others by having its gameplay based on a cognitive perspective, by promoting the deaf culture in its features as game requirements, by targeting multiple age groups with a single software and by offering a modular software architecture that enables the use of other sign languages besides Brazilian Sign Language (BSL) in the game. An evaluation about educational and gaming features of the game was conducted, focusing its learning potential, gaming components, user experience and social engagement, using as tools surveys, quizzes and observation. The results demonstrated the potential MatLIBRAS Racing as an educational tool, since the majority of its features were rated positively by students, it engaged social relationship among players and helped the learning of signs in BSL, suggesting a promising future for this game in academic environments.
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“educators -who bring essential pedagogical, linguistic, and cultural expertise -have been largely absent from conversations on the design of these tools, with prior work focusing primarily on learners.”
From ASL Educators' Perspectives on AI for Enhancing Student Learning in American Sign Language Education (2026) · cites this paper as [129]
Citations
Cites
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Research works printed but not linked: 7
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Cited by
The Role of Technology to Teaching and Learning Sign Languages: A Systematic Mapping
Falvo, V., Scatalon, L. P., & Francine Barbosa, E. (2020) · 2020 IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie44824.2020.9274169 · Cited by 16
ASL Educators' Perspectives on AI for Enhancing Student Learning in American Sign Language Education
Hassan, S., Nourian, L., de Lacerda Pataca, C., M Olson, M., D'aurio, T., Agarwal, K., Asad, S. M. N., Tigwell, G. W., & Huenerfauth, M. (2026) · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791928 · Cited by 1
Metadata
- Authors
- Pontes, H. P., Furlan Duarte, J. B., & Pinheiro, P. R.
- Affiliations
- Universidade de Fortaleza (BR)
- Corresponding author
- Pinheiro, Plácido Rogério
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2020-06
- Volume
- 107
- Pages
- 105825
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2904207690
- Cited by
- 37
- References
- 72
- Citations by year
- 2026: 5 · 2025: 8 · 2024: 6 · 2023: 3 · 2022: 5 · 2021: 1 · 2020: 5
- FWCI
- 4.91
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- www.elsevier.com/tdm/userlicense/1.0/ (tdm)
- www.elsevier.com/legal/tdmrep-license (tdm)
- Locations
- Computers in Human Behavior (publishedVersion)
- Funders
- BSL
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Developmental and Educational Psychology › Hearing Impairment and Communication
- Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
- Keywords
- game-based learning, Brazilian Sign Language (Libras), sign language learning, numbers, deaf culture, turn-based games, cross-platform software, modular architecture, user experience, social engagement, children and adults
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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