Eleandro Maschio

dblp:225/0638 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2024
0000-0001-5910-9391ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 3 since 2021
YearPublicationVenuePosition
2024 Game Learning Analytics in Educational Digital Games: Preliminary Results of a Systematic Mapping of Analysis Techniques and Visualization Strategies
abstract
This paper presents the preliminary results of a systematic mapping fulfilled to identify how Game Learning Analytics (GLA) is being applied in education digital games, verifying which are the most utilized analyses and how their results are visualized. From the 348 studies returned by the search engines, only 76 of them met the defined selection criteria. We concluded that descriptive analysis is the most utilized form of GLA, followed by correlation and clusterization. Besides, line charts, bar charts, and boxplots are the visualization types that are most present in the studies.
Matheus Soppa Geremias, Eric Carvalho Da Silveira, Bruno Corrêa Elibio, Bruno Nazario Alves, Lavínia Rafaela de Marco, Taynara Cerigueli Dutra, Eleandro Maschio, Isabela Gasparini
ICALT7
2023 An Educational Game to Promote the Development of Computational Thinking in Children Both Neurotypical and with Intellectual Disabilities
abstract
Computational Thinking (CT) is a way to structure thinking to solve problems, which develops cognitive skills. Educational Digital Games (EDG) are a potential tool to work with CT, stimulating the student's interest and learning. Still, to make these games playable by children with Intellectual disabilities (ID), it is necessary to have adaptations suitable to their educational needs. Therefore, this paper presents the development and evaluation of the EDG “Pensar e Vestir” (PeV). This game addresses a daily life activity, the process of choosing clothes and the act of wearing them, and aims to promote the development of CT in children both neurotypical and with ID. The development process was supported by ID, Education, and Specialized Education Treatment specialists based on accessibility guidelines. In the end, there were two evaluations, firstly with the specialists and then with Computation students, to validate the functional and technical requirements. Currently, the game is in evaluation by its target audience.
Matheus Soppa Geremias, Taynara Cerigueli Dutra, Isabela Gasparini, Eleandro Maschio
ICALT4
2021 Educational Digital Games and Computational Thinking for students with Intellectual Disabilities - Guidelines for accessibility
abstract
Computational Thinking (CT) refers to cognitive skills of logical reasoning, abstraction, and problem-solving that can be automated. Students with intellectual disabilities have cognitive deficits that can be improved by working the CT. To ensure that students develop this ability it is important to use appropriate and accessible tools for everyone and educational digital games are presented as a possibility to teach CT in a fun and engaging way. The present study aims to understand the relationship between the learning of children with intellectual disabilities and the existing guidelines for the development of accessible educational digital games, to promote CT for them. Also, a set of these guidelines is provided for designing educational digital games aimed at students with intellectual disabilities.
Taynara Cerigueli Dutra, Daniel Felipe, Isabela Gasparini, Eleandro Maschio
ICALT4