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Prototype of a digital game for training executive functions in students with cerebral palsy

dc.contributor.authorStabile, Caroline Junqueira de Padua [UNESP]
dc.contributor.authorSeabra Junior, Manoel Osmar [UNESP]
dc.contributor.authorAraujo, Gisele Silva [UNESP]
dc.contributor.authorUchelli, Janiele de Souza Santos [UNESP]
dc.contributor.institutionUniversidade Estadual Paulista (UNESP)
dc.date.accessioned2025-04-29T20:11:58Z
dc.date.issued2024-01-01
dc.description.abstractThe objective of this study was to develop and validate a prototype of a digital game, for use as an Assistive Technology resource, for training the executive functions of working memory and selective attention in students with cerebral palsy. To this end, the study was developed in three stages. The first stage consisted of analyzing a set of guidelines in the literature that included information on the development of digital games for students with cerebral palsy. In the second stage, the Digital Game prototype was developed on the free Engine GDevelop platform, available for building digital games. Finally, in the third stage, the prototype of the digital game was validated by experts in the area of Special Education and games. This involved the formation of a discussion group, made up of six evaluators with experience in interventions with students with cerebral palsy. The results showed, after reaching a group consensus, the evaluators recommended some modifications in the development of prototype. Thus, it could be concluded that the prototype of the digital game attends the proposed executive functions and can be considered as an Assistive Technology resource for training students with cerebral palsy up to level 3 of GMFCS and MACS.en
dc.description.affiliationUniv Estadual Paulista Unesp, Sao Paulo, Brazil
dc.description.affiliationUnespUniv Estadual Paulista Unesp, Sao Paulo, Brazil
dc.format.extent55-71
dc.identifierhttp://dx.doi.org/10.35362/rie9416088
dc.identifier.citationRevista Iberoamericana De Educacion. Madrid: Organizacion Estados Iberoamericanos Educacion Ciencia & Cultura-oei, v. 94, n. 1, p. 55-71, 2024.
dc.identifier.dimensionspub.1169212883
dc.identifier.doi10.35362/rie9416088
dc.identifier.issn1022-6508
dc.identifier.issn1681-5653
dc.identifier.orcid0000-0002-8429-2180
dc.identifier.orcid0000-0003-2064-7509
dc.identifier.orcid0000-0003-4331-3288
dc.identifier.urihttps://hdl.handle.net/11449/308315
dc.identifier.wosWOS:001186438400004
dc.language.isopor
dc.publisherOrganizacion Estados Iberoamericanos Educacion Ciencia & Cultura-oei
dc.publisherOrganizacion de Estados Iberoamericanos
dc.relation.ispartofRevista Iberoamericana De Educacion
dc.rights.accessRightsAcesso abertopt
dc.rights.sourceRightsoa_all
dc.rights.sourceRightsgold
dc.sourceWeb of Science
dc.sourceDimensions
dc.subjectspecial education
dc.subjectcerebral palsy
dc.subjecteducational games
dc.subjectexecutive function
dc.subjectassistive technology
dc.titlePrototype of a digital game for training executive functions in students with cerebral palsyen
dc.typeArtigopt
dcterms.rightsHolderOrganizacion Estados Iberoamericanos Educacion Ciencia & Cultura-oei
dspace.entity.typePublication

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