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Abstract(s)
A presente investigação pretende compreender qual o impacto que o uso do Jogo
Digital Sério “Vou sair de casa, e agora?” apresenta na promoção de competências
comunicativas em indivíduos com Paralisia Cerebral.
Os jogos são uma ferramenta intrínseca há muito no quotidiano do ser humano que
evoluíram rapidamente para Jogos Digitais. Os Jogos Digitais apresentam uma realidade mais
rica pelas características sensoriais que apresentam, permitindo uma interação mais
dinâmica. Este conceito evoluiu também para Jogo Digital Sério. O Jogo Digital Sério apresenta
duas vertentes: a vertente lúdica e a vertente séria, ou seja, este apresenta como objetivo
principal o equilíbrio entre a componente lúdica e o treino de competências.
A aplicabilidade dos Jogos Digitais Sérios é vasta, sendo a saúde uma área crescente
que apresenta um grande potencial no que concerne à reabilitação de competências,
nomeadamente na Paralisia Cerebral.
A Paralisia Cerebral é condição neuromotora que frequentemente se encontra
acompanhada por alterações da sensação, cognição, comunicação, perceção,
comportamento, epilepsia e problemas músculo-esqueléticos secundários. As dificuldades de
acesso às aprendizagens ou experiências estão, na maioria das vezes, relacionadas com as
dificuldades que apresentam.
A intervenção do Terapeuta da Fala surge como fulcral nomeadamente na área da
Comunicação. O desafio diário de (re)inventar novas metodologias de intervenção que
permitam potenciar competências, mantendo o nível de motivação dos indivíduos, na esfera
da intervenção deve ser uma componente considerada pelo Terapeuta da Fala.
A presente investigação apresenta em termos metodológicos o âmbito de Estudo de
Caso, composto por Casos Múltiplos. Os Participantes consistem assim na colaboração de dois
indivíduos com Paralisia Cerebral (Participantes Principais) e as suas Cuidadoras Principais
(CP). Os indivíduos com Paralisia Cerebral foram selecionados considerando características
como Classificação Gross Motor Nível IV; Classificação Nível IV do Sistema de Classificação da
Comunicação; Utilizadores de um Sistema Aumentativo e Alternativos de Comunicação. Os
objetivos principais são compreender se o Jogo Digital Sério “Vou sair de casa, e agora?”
permite: potenciar competências comunicativas; promover motivação intrínseca por parte
dos utilizadores durante a interação com o Jogo Digital Sério “Vou sair de casa, e agora?”;
perceber as mais-valias e fragilidades do mesmo, considerando também os princípios de usabilidade e, deste modo, concluir se este poderá ser uma mais-valia como ferramenta
complementar de intervenção do Terapeuta da Fala.
O Jogo Digital Sério “Vou sair de casa, e agora?” foi ajustado, considerando as 8 boas
práticas definidas para a saúde conciliado com a prática da investigadora.
Para compreensão dos objetivos propostos os dados foram recolhidos através de
instrumentos qualitativos (Entrevista Semiestruturada) e instrumentos quantitativos (System
Usability Scale (SUS); Inventário de Motivação Intrínseca (IMIp) e um Protocolo de Observação
Informal antes e após a interação com o Jogo Digital Sério “Vou sair de casa, e agora?”). Os
dados qualitativos foram tratados considerando a análise temática, que posteriormente
foram relacionados através do método de triangulação de dados.
Os resultados principais demonstram que o uso do Jogo Digital Sério “Vou sair de
casa, e agora?” se apresenta como uma ferramenta complementar com impacto ao nível da
intervenção do Terapeuta da Fala na área da Comunicação, influenciado positivamente a
motivação e permitindo maior autonomia para exploração da ferramenta pelo indivíduo com
Paralisia Cerebral. No estudo foi possível ainda compreender a barreira que ainda existente
pela sociedade e o modo como a atitude do outro condiciona o desempenho do indivíduo com
Paralisia Cerebral quando utilizador de um Sistema Aumentativo e Alternativo de
Comunicação.
A investigação neste âmbito surge ainda como uma mais-valia uma vez que os
estudos neste sentido são escassos, não obstante as potencialidades e a criação de
ferramentas que acompanham a era tecnológica se apresentam com um grande potencial.
This research work intends to understand the impact of using the Serious Digital Game “I will leave home, what now?” in promoting communication skills in individuals with Cerebral Palsy. Games are an intrinsic tool for a long time in the daily life of human beings that have evolved quickly to Digital Games. Digital Games presents a richer reality due to their sensory characteristics, allowing a more dynamic interaction. This concept also evolved into Serious Digital Game. The Serious Digital Game has two strands: the playful strand and the serious strand, its main objective the balance between the playful component and the training of skills. The applicability of Serious Digital Games is vast, and health is a growing area that has great potential regarding skills rehabilitation in Cerebral Palsy. Cerebral Palsy is a neuromotor condition that is often accompanied by changes in sensation, cognition, communication, perception, behavior, epilepsy, and secondary musculoskeletal problems. Difficulties in accessing learning or experiences are, in most cases, related to the difficulties they present. The Speech Therapist's intervention appears to be central, namely in the area of Communication. The daily challenge of (re) inventing new intervention methodologies that allow for enhancing skills, maintaining individuals motivational levels, in the sphere of intervention should be a component considered by the Speech Therapist. The actual investigation in methodological terms the scope of the Case Study, composed of Multiple Cases. The Participants thus consist of the collaboration of two individuals with Cerebral Palsy (Main Participants) and their Main Caregivers (CP). Individuals with Cerebral Palsy were selected considering characteristics such as Gross Motor Level IV Classification; Classification IV of the Communication Classification System; Users of an Augmentative System and Communication Alternatives. The main objectives are to understand if the Serious Digital Game “I'm going to leave home, what now?” allows: to enhance communicative skills; promote intrinsic motivation on the part of the users during the interaction with the Serious Digital Game “I'm going to leave home, what now?”; perceive its strengths and weaknesses, also considering the principles of usability and, thus, conclude whether this can be an asset as a complementary intervention tool for the Speech Therapist. The Serious Digital Game “I'm leaving home, now what?” was adjusted, considering the 8 good practices defined for health, reconciled with the researcher's practice. To understand the proposed objectives, the data were collected through qualitative instruments (Semi-structured Interview) and quantitative instruments (System Usability Scale (SUS); Intrinsic Motivation Inventory (IMIp) and an Informal Observation Protocol before and after the interaction with the Digital Game Seriously "I'm going to leave the house, now what?"). The qualitative data were treated considering the thematic analysis, which were later related through the data triangulation method. The main results demonstrate that the use of the Serious Digital Game “I'm going to leave home, what now?” presents itself as a complementary tool with an impact at the level of the Speech Therapist's intervention in the area of Communication, positively influencing motivation and allowing greater autonomy to explore the tool by the individual with Cerebral Palsy. In the study, it is also possible to understand the barrier that still exists in society and how attitude of the other conditions the performance of the individual with Cerebral Palsy when using an Augmentative and Alternative Communication System. Researching in this area appears as an added value since studies in this sense are scarce, despite the potential and the creation of tools that accompany the technological era present themselves with great potential.
This research work intends to understand the impact of using the Serious Digital Game “I will leave home, what now?” in promoting communication skills in individuals with Cerebral Palsy. Games are an intrinsic tool for a long time in the daily life of human beings that have evolved quickly to Digital Games. Digital Games presents a richer reality due to their sensory characteristics, allowing a more dynamic interaction. This concept also evolved into Serious Digital Game. The Serious Digital Game has two strands: the playful strand and the serious strand, its main objective the balance between the playful component and the training of skills. The applicability of Serious Digital Games is vast, and health is a growing area that has great potential regarding skills rehabilitation in Cerebral Palsy. Cerebral Palsy is a neuromotor condition that is often accompanied by changes in sensation, cognition, communication, perception, behavior, epilepsy, and secondary musculoskeletal problems. Difficulties in accessing learning or experiences are, in most cases, related to the difficulties they present. The Speech Therapist's intervention appears to be central, namely in the area of Communication. The daily challenge of (re) inventing new intervention methodologies that allow for enhancing skills, maintaining individuals motivational levels, in the sphere of intervention should be a component considered by the Speech Therapist. The actual investigation in methodological terms the scope of the Case Study, composed of Multiple Cases. The Participants thus consist of the collaboration of two individuals with Cerebral Palsy (Main Participants) and their Main Caregivers (CP). Individuals with Cerebral Palsy were selected considering characteristics such as Gross Motor Level IV Classification; Classification IV of the Communication Classification System; Users of an Augmentative System and Communication Alternatives. The main objectives are to understand if the Serious Digital Game “I'm going to leave home, what now?” allows: to enhance communicative skills; promote intrinsic motivation on the part of the users during the interaction with the Serious Digital Game “I'm going to leave home, what now?”; perceive its strengths and weaknesses, also considering the principles of usability and, thus, conclude whether this can be an asset as a complementary intervention tool for the Speech Therapist. The Serious Digital Game “I'm leaving home, now what?” was adjusted, considering the 8 good practices defined for health, reconciled with the researcher's practice. To understand the proposed objectives, the data were collected through qualitative instruments (Semi-structured Interview) and quantitative instruments (System Usability Scale (SUS); Intrinsic Motivation Inventory (IMIp) and an Informal Observation Protocol before and after the interaction with the Digital Game Seriously "I'm going to leave the house, now what?"). The qualitative data were treated considering the thematic analysis, which were later related through the data triangulation method. The main results demonstrate that the use of the Serious Digital Game “I'm going to leave home, what now?” presents itself as a complementary tool with an impact at the level of the Speech Therapist's intervention in the area of Communication, positively influencing motivation and allowing greater autonomy to explore the tool by the individual with Cerebral Palsy. In the study, it is also possible to understand the barrier that still exists in society and how attitude of the other conditions the performance of the individual with Cerebral Palsy when using an Augmentative and Alternative Communication System. Researching in this area appears as an added value since studies in this sense are scarce, despite the potential and the creation of tools that accompany the technological era present themselves with great potential.
Description
Dissertação de mestrado
Keywords
Jogos digitais sérios Terapia da fala Paralisia cerebral Competências comunicativas Serious digital games Speech therapy Cerebral palsy Communicative skills