Emotion and learning in digital games: a case study with children from an NGO in Parnamirim, Brazil

Authors

DOI:

https://doi.org/10.51358/id.v21i1.1123

Abstract

This study examined the principles related to analyzing ludic schemes in digital games, with a focus on collecting data about the learning perception and emotions of children (aged 7-11) facing social vulnerability in Parnamirim, Brazil. Two focus group sessions were conducted, one of which involved a questionnaire. After data interpretation through content analysis, it was concluded that children perceive emotions and recognize multiple intelligences during their interaction with the reported games, identifying specific mechanics and moments associated with these emotions. As a secondary finding, it was observed that the adapted session, featuring illustrative cards developed based on previous responses from the children, showed superior performance in questions about learning. The connection between learning and individual engagement, with engagement being intrinsically linked to emotions, is evidenced through the participants' own perceptions. It was concluded, through literature and practical demonstration that this interaction exists and can be beneficial for learning different skills, with the collection of such data being important for prioritizing the needs of individuals in design and education. The adaptation with cards, tailored to the group's needs, fosters greater interaction and involvement, aligning with the constructivist notion of children's participation in research, knowledge to which this study aims to contribute.

Downloads

Download data is not yet available.

Author Biographies

Misa Uehara, Universidade Federal de Pernambuco

Misa Uehara holds a Bachelor's degree in Design from the Federal University of Rio Grande do Norte (UFRN) and is pursuing a master's degree in design at the Federal University of Pernambuco (UFPE). Her focus is on digital artifact design. Additionally, she is a scholarship holder at the Federal University of Alagoas (UFAL) at the Center for Excellence in Social Technologies (NEES), where she works as a designer on the National Education Plans Platform (PNE) project.

José Guilherme Da Silva Santa Rosa, Universidade Federal do Rio Grande do Norte

José Guilherme Santa Rosa is a professor and researcher at the Department of Design at the Federal University of Rio Grande do Norte. He coordinates the Laboratory of Ergodesign of Interfaces, Usability, and User Experience and leads the research group Ergonomics and Human-Computer Interaction (UFRN/CNPq). He works as a lecturer and supervisor in Postgraduate Programs in Design, Ergonomics, Innovation in Educational Technologies, and Institutional Process Management. He is the author of the books 'Projeto e Avaliação no Design de Interfaces', 'Design Participativo...', 'Neurodesign: o cérebro e a máquina', 'Avaliação Heurística...', and 'Teste de Usabilidade: aprimorando a experiência do usuário e a interação humano-computador', all published by specialized design publishers.

Published

2024-04-29

How to Cite

Uehara, M., & Da Silva Santa Rosa, J. G. (2024). Emotion and learning in digital games: a case study with children from an NGO in Parnamirim, Brazil. InfoDesign - Brazilian Journal of Information Design, 21(1). https://doi.org/10.51358/id.v21i1.1123

Issue

Section

Articles