masterThesis
Tom Tom: jogo educacional digital de suporte à teoria da mente para crianças no transtorno do espectro do autismo
Fecha
2021-03-30Registro en:
MONTEIRO, Milena de França. Tom Tom: jogo educacional digital de suporte à teoria da mente para crianças no transtorno do espectro do autismo. 2021. 147f. Dissertação (Mestrado Profissional em Inovação em Tecnologias Educacionais) - Instituto Metrópole Digital, Universidade Federal do Rio Grande do Norte, Natal, 2021.
Autor
Monteiro, Milena de França
Resumen
Autism Spectrum Disorder (ASD) presents qualitative impairments as characteristics, related
to interaction, social communication and behavioral patterns. The processes that enable social
development and, therefore, the aspects mentioned, comprise social cognition, which has the
function of mediating social relations. In turn, the area of social cognition with the greatest
damage in TEA is called Theory of Mind (ToM), responsible for allowing the understanding
and prediction of its own actions and the actions of third parties. It is through this metarepresentation that a person can understand desires, emotions, cognitions and beliefs, as well as
allowing to negotiate, to cheat, to teach. People with ASD reveal flaws in ToM, when
expressing difficulty in establishing and maintaining social relationships, which directly
interferes in their learning process and, consequently, in engagement with school activities, in
interaction with their peers and with teachers. Digital games, in turn, have shown effective
results in the field of education, notably for children with qualitatively different development
trajectories. For this reason, the present research has as main objective to develop a digital game
(ToM ToM) for evaluation and intervention in the domain of ToM in children aged 6 (six) to 8
(eight) years with ASD. The methodology of elaboration and development of the ToM ToM
game consisted of the following phases: pre-production (planning, elaboration of the Game
Design Document, based on classic ToM paradigms), production (prototyping of the game) and
post-production (technical validation, content and pedagogical). The methodological path
adopted is characterized as quanti-qualitative, with elements of exploratory and explanatory
research, given that information is raised about the object of study, to delimit the field of action
and, then, record and analyze the data in order to seek explanations for what was observed. The
data obtained in the post-production stage, from the analysis of judges, revealed that the game
was considered adequate, being recommended as an instrument for expanding learning. The
product derived from this study contributes to the offer of a tool that simultaneously enables
assessment and intervention, corroborating the acquisition of skills and new skills in the field
of ToM for students with autism.