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Abstract(s)
Esta dissertação aborda um meio de motivar a leitura em
crianças dentro do grupo de oito a onze anos de idade, e
busca propor um guia de boas práticas para a construção
de um livro infantil com o uso de Realidade Aumentada. A
elaboração desta matriz de parâmetros se embasou em
estudos a respeito da tecnologia aliada ao design,
desenvolvimento e aprendizado infantil, realidade
aumentada e storytelling interativo. Levando-se em conta
que cada criança aprende em um ritmo diferente e que
cada grupo de idade possui suas características e
preferências, observou-se a necessidade da definição da
faixa etária como um dos pontos mais importantes para se
iniciar a construção de um livro infantil. Isto direcionou a
pesquisa e levou à investigação do conceito do aprender
pelo brincar e da relação da criança com as mídias
interativas. As implicações levantadas contribuem para o
campo da educação e psicologia infantil, design e
tecnologia através do auxílio de estudos de caso e
pesquisa documental.
This work addresses a way to motivate reading in children from eight to eleven years old, and seeks to propose a guide to good practices for the construction of a children's book using Augmented Reality. The preparation of this guide was based on studies on technology combined with design, development and childhood learning, augmented reality and interactive storytelling. Taking into account that each child learns at a different pace and that each age group has its characteristics and preferences, there was a need to define the age group as one of the most important points to start building a children's book. This guided the research and led to the investigation of the concept of learning by playing and the child's relationship with interactive media. The raised implications contribute to the field of education and child psychology, design and technology through the aid of case studies and documentary research.
This work addresses a way to motivate reading in children from eight to eleven years old, and seeks to propose a guide to good practices for the construction of a children's book using Augmented Reality. The preparation of this guide was based on studies on technology combined with design, development and childhood learning, augmented reality and interactive storytelling. Taking into account that each child learns at a different pace and that each age group has its characteristics and preferences, there was a need to define the age group as one of the most important points to start building a children's book. This guided the research and led to the investigation of the concept of learning by playing and the child's relationship with interactive media. The raised implications contribute to the field of education and child psychology, design and technology through the aid of case studies and documentary research.
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Keywords
Aprender pelo brincar Livro infantil Motivação da leitura Realidade aumentada Storytelling