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Cited by 37Educational Games and GamificationHearing Impairment and CommunicationMultimedia Learning Systems

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

Pontes, Herleson Paiva, Furlan Duarte, João Batista, Pinheiro, Plácido Rogério·2020·Computers in Human Behavior

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.

Overview

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Crossref · 10.1016/j.chb.2018.12.003

Cites

72 of 72 references verified0 citation errors · 0 not checkable

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Citations

Cites

Show all 72 references

Research works printed but not linked: 7

  1. Aranha, 2006, Jogos Eletrônicos como um conceito chave para o desenvolvimento de aplicações imersivas e interativas para o aprendizado, Ciências & Cognição, 7, 105
  2. Campos, 2004, Sign talk: chat baseado na escrita de língua de sinais, Vol. 98
  3. Ramos, 2015, Desenvolvimento de um jogo digital interativo para apoiar a aprendizagem de libras e da língua portuguesa, Revista Trilha Digital, 2
  4. Ribeiro, 2017, Vol. 33
  5. Rodrigues, 2015, Diferenças e Linguagens: A visibilidade dos ganhos surdos na atualidade, Revista Teias, 16, 72
  6. dos Santos Figueira, 2011, Vol. 16
  7. Santos, 2013, Aprendendo números em LIBRAS com a tecnologia da realidade aumentada, SBC–Proceedings of SBGames, 13

Cited by

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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