Conceptual Framework to Support a Web Authoring Tool of Educational
Games for Deaf Children
Rafael dos Passos Canteri
1
, Laura S
´
anchez Garc
´
ıa
1
, Tanya Amara Felipe
2
,
Ludmilla Fernandes Oliveira Galv
˜
ao
1
and Diego Roberto Antunes
3
1
Department of Informatics, UFPR - Federal University of Paran
´
a, Curitiba, Brazil
2
Department of Higher Education, INES - National Institute of Deaf Education, Rio de Janeiro, Brazil
3
Department of Informatics, UTFPR - Federal Technological University of Paran
´
a, Ponta Grossa, Brazil
Keywords:
Education Informatics, Educational Games, Video Games, Deaf Education, Authoring Tools.
Abstract:
The Deaf people constitute minority communities that, for many years, suffered with the lack of tools for
teaching and learning materials based on Sign Language - the natural language that define their social iden-
tity and culture. The Education Informatics presents great potential in development of tools for teaching
support, but have not produced effective tools for Deaf people, especially to support the learning process of
Deaf children. Educational Games have shown successful experiences when used in the learning process of
different knowledge fields and the results tend to be more relevant when such games are used with children
and teenagers. However, the development of an educational game requires several skills related to software
engineering, programming, design, illustration, pedagogy, among others. This paper presents a framework
for design of effective educational games for Deaf children based on Children Teaching Methodology and
Educational Digital Games literature. The results include: the application of the framework in creating a web
authoring tool that allows non-experts in game design, such as Deaf children teachers, to create educational
games in a simple and semi-automatic way; and an example game generated by the tool.
1 INTRODUCTION
Data from the most recent National Health Survey
(PNS) of the Brazilian Institute of Geography and
Statistics (IBGE) in 2018 show that 6.7% of the
Brazilian population have some type of disability
(IBGE, 2018). According to the latest survey, 1.1%
of the Brazilian population has a hearing impairment.
About 0.9% of Brazilians were deaf due to some situ-
ation during life and 0.2% were born deaf. Therefore,
there are over four hundred thousand Brazilians who
were born deaf.
Within this universe, there is a complicating fac-
tor: international researches show that more than
90% of children born deaf are from hearing families
(Mitchell and Karchmer, 2004) (Eleweke and Rodda,
2000). This means that these children end up not hav-
ing an effective means of communicating with their
parents, resulting in them not developing their natu-
ral form of communication (Sign Language) at home
and in the early stages of childhood. This fact occurs
because of the lack of Sign Language knowledge by
most parents, as well as society in general.
Important theorists in the field of Education em-
phasize the importance of language acquisition for
the cognitive development of the child (Piaget, 1923)
(Vygotsky, 1964) and for acquisition of language by
Deaf Brazilian children (Karnopp, 1994) (Quadros,
1997). Thus, it is fundamental for the personal de-
velopment of the Deaf
1
child that he or she is taken
to places where he can learn and practice his coun-
try’s Sign Language learning such as day care center
and special school.
Taking into account, first, the needs of the Deaf
communities for technologies that assist their educa-
tion processes, as well as the potential for the applica-
tion of digital games in education, a niche of research
is perceived. On the other hand, the development of
digital games requires advanced knowledge of pro-
gramming, graphic libraries and manipulation of user
inputs. This hinders and, in general, prevents educa-
tional games from being built by those people who
work directly with the Deaf and hold the knowledge
1
This convention is used to refer to Deaf communities as
linguistic minorities, not as disabled people (Felipe, 1989).
226
Canteri, R., García, L., Felipe, T., Galvão, L. and Antunes, D.
Conceptual Framework to Support a Web Authoring Tool of Educational Games for Deaf Children.
DOI: 10.5220/0007676102260235
In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), pages 226-235
ISBN: 978-989-758-367-4
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
of what needs to be taught - the teachers.
In this sense, the guiding questions raised for this
research paper are:
1. How can game designers or professional game
developers build suitable educational games for
Deaf children?
2. Is it possible that teachers of Early Childhood Ed-
ucation without advanced computer skills can cre-
ate digital educational games for their Deaf stu-
dents?
Therefore, this paper presents a conceptual frame-
work for design of effective educational games for
Deaf children based on Children Teaching Method-
ologies and Educational Digital Games literature. The
results includes the application of the framework in
the development of an authoring tool allowing non-
experts in game design, such as Deaf children teach-
ers, to create educational games in a simple and semi-
automatic way. For the test and validation phase,
the paper presents the generation of a game from
the point-and-click adventure genre for Deaf children
through the use of the developed tool.
The remainder of this paper is structured as fol-
lows: Section II discusses the basic concepts that sub-
stantiate this work, such as Educational Video games
and Guidelines for Early Childhood Education. Sec-
tion III presents the core making of this work, the
proposed conceptual framework for educational game
design. Section IV shows the description and features
of the resulting web authoring tool for educational
games. Finally, Section V ends the paper with the
final considerations about the research.
2 THEORETICAL BASES
The use of computers in education began in 1967
with Seymour Papert, the best known theorist, cre-
ator of the Logo programming language and one of
the pioneers of artificial intelligence (Papert et al.,
1980) (Balacheff, 2017). In Brazil, the use of com-
puters in education started with Valente at State Uni-
versity of Campinas - UNICAMP in 1991, through
the EDUCOM Project in Special Education, imple-
mented in five centers: UNICAMP, Federal Uni-
versity of Pernambuco - UFPE, Federal University
of Minas Gerais - UFMG, Federal University of
Rio de Janeiro - UFRJ and Federal University of
Rio Grande do Sul - UFRGS (Felipe, 1991). The
EDUCOM Project implemented at UFPE worked
with the language Logo, using a bilingual proposal:
Libras (Brazilian Sign Language) and Portuguese for
communication with Deaf participants. Since then,
the projects using computer for education have been
emerging and are increasingly consolidating as peda-
gogical proposes for education.
2.1 Educational Games
Currently many electronic games, digital games,
computer games or video games have been used for
different proposals. All of these terms are used to
identify computer programs designed to entertain and
amuse the user, while he interacts with it.
The ability of video games to engage and chal-
lenge players through ever more complex and de-
manding stages and the range of cognitive, linguistic
and sociocultural practices generated by games have
led to increased interest in the use and study of dig-
ital games in schools (Beavis et al., 2015). Video
games are no longer considered mere amusements of
children and have come to be seen as a significant
medium of contemporary communication and expres-
sion.
Educational games are those designed to teach
while distracting. Many scholars in the areas of Edu-
cation, Cognition, and Psychology have been working
tirelessly on educational games over the years (An-
netta, 2010). Such games are developed specifically
for pedagogical purposes, usually with children as a
target audience, and topics such as Geography, Math,
Reading, among others, being taught while playing.
Examples include Oregon Trail (by Sierra On-Line),
one of the first educational games ever, created to
teach History; Reader Rabbit (by The Learning Com-
pany), a game for teaching Reading and Spelling; and
Math Blaster (by Davidson Associates), focused on
the teaching of Arithmetic (Novak, 2011).
The Educational Game design still consists of a
difficult operation, which requires a well-formed re-
lation between instructional process and game design
to be effective (Hotte et al., 2017). The literature
presents good examples of game design applied to
educational and learning games. Nevertheless, the
development and the design are complex activities
(Hotte et al., 2017), not allowing holders of knowl-
edge and specialists in teaching methodologies, such
as educators, to produce an educational game in a
simple way.
The process to develop an educational game in-
volves the collaboration of several profiles, such as
teachers, software developers, game designers, illus-
trators, pedagogical specialists, among others (Hotte
et al., 2017). This process is complex and makes it
difficult for a person who is unfamiliar with game de-
sign to develop an effective educational game. There-
fore, this research aims to build a framework to guide
Conceptual Framework to Support a Web Authoring Tool of Educational Games for Deaf Children
227
the design of educational games for Deaf children
and presents a web authoring tool that allows non-
specialists to build games in a simple and semi-
automatic way.
Educational Games can provide an immersive en-
vironment that enables more contextual education us-
ing elements such as interactive scenarios, challenge
mechanisms, artifacts and people interactions (i.e.
collaboration), and are able to simulate real-world sit-
uations (Guigon et al., 2018).
Adaptation is a key concern for the development
of Educational Games, particularly for people with
special needs (Laforcade et al., 2018). Therefore, it
is important to have a way to allow teachers and ped-
agogues (people with no-experience in game design)
to build a game semi-automatically by adapting ele-
ments such as: learning scenarios, dynamics and el-
ements of the domain, to meet unique characteristics
of the students, like the Deaf children.
2.2 Early Childhood Education
The Early Childhood Education is the stage of Educa-
tion that aims at the Integral and Integrated Develop-
ment of the Child. That is, it involves the psycholog-
ical, sociolinguistic, physical, motor and psychomo-
tor development. Teaching Methodologies must take
into account different aspects of the target audience
to be taught, such as age, social situation and special
needs. This is extremely relevant in Early Childhood
Education, in which small differences in the age of the
students tend to lead to a completely different world
understanding and abilities.
The educational foundations of this work are the
most recent National Guidelines for Early Childhood
Education (Brasil, 2009) and the latest National Com-
mon Curricular Base (Brasil, 2017). Both of them
are normative documents, written by the Ministry of
Education (MEC) in partnership with the National
Council of Secretaries of Education (CONSED) of the
Brazilian government.
Two guiding axes of pedagogical practices form
the The National Curriculum Guidelines for Early
Childhood Education: Interaction and Play, as
shown in Figure 1.
Both constitutional axes have the potential to be
harnessed in educational computer games. Interac-
tion: Children who play the same game tend to chat
and socialize about the things they experience dur-
ing their interaction with the game. Play: The act
of playing a game, by itself, can be understood as
play, and therefore bring all the benefits of the game
as a stimulus to creativity, overcoming obstacles, self-
knowledge and concentration.
Figure 1: Pedagogical Practices in Early Childhood Educa-
tion (Brasil, 2009).
Some fundamental bases constitute the National
Curriculum Guidelines for Early Childhood Edu-
cation and the National Common Curricular Base.
These bases are the Rights of Learning and the Fields
of Experiences.
The Rights of Learning presented by these docu-
ments can be understood as the capacities and compe-
tences that the children need to develop in this stage
of Education. There are six Rights of Learning in the
Early Childhood Education: Live together; Play; Par-
ticipate; Explore; Express; Know yourself. All of
them can be explored and integrated with game me-
chanics
The Fields of Experience are divided in five
groups, and they are responsible to form the curricu-
lar organization of this stage of education. The Fields
of Experience are:
The self, the other and the we;
Body, gestures and movement;
Traits, sounds, colors and shapes;
Listening, speaking, thinking and imagination;
Spaces, times, quantities, relationships, and trans-
formations.
3 THE CONCEPTUAL
FRAMEWORK
The Conceptual Framework (CFW) intends to pro-
vide support for the development of educational digi-
tal games for Deaf children. Its target user profile are
programmers and game designers who wish to build
and implement their own educational game.
The Framework’s goal is to allow the construc-
tion of educational games projects for Deaf children,
regardless of development technology, programming
CSEDU 2019 - 11th International Conference on Computer Supported Education
228
language, game engines, graphical resolutions, desti-
nation platforms (consoles, computers, tablets, smart-
phones...), technical configurations, and operating
systems.
With the use of the CFW, the developed educa-
tional games should have the necessary foundation in
relation to the user interface and interaction environ-
ment, the mechanics of gameplay, the methodology
of teaching and the educational content. Thus, the de-
veloper who creates his game supported by the frame-
work will have, in his software product, the presence
of features that the program needs to contain, while
still being capable of developing a unique application.
The basic inputs supporting the construction of the
conceptual framework come from the fundamentals
of the main sub-areas with which this work is related:
Electronic Games, Informatics in Education, Educa-
tional Games, Human-Computer Interaction and Deaf
Children Education.
The modularization of the CFW is inspired by
the general architecture of Intelligent Tutoring Sys-
tems (ITS), which is divided into Specialist Model,
Student Model, Domain Model and the Interface
(Nwana, 1990). Although the educational games
that one wishes to construct are not tutoring systems,
the proposed modularization is also adequate for this
purpose, since the elements present and the aspects
treated in the different ITS models are also largely
present in the process of construction and subsequent
use of educational games.
3.1 The Conceptual Framework
Modules
The support structures of the proposed CFW are four:
Gameplay and Tutoring, Teaching-Learning, Student
or Player, and Graphics and Interface. Each module
in the Conceptual Framework has a key-role in the
production of an educational game for Deaf children.
The modules have specific responsibilities regarding
the game, but all modules interact with each other,
since the features of a game, even with its peculiar-
ities, are interconnected. Figure 2 displays the four
modules and their interconnections.
The Gameplay and Tutoring Module is respon-
sible for offering the mechanics of digital games and
for interrelating them with what one wishes to teach.
In turn, the Teaching-Learning Module is the one
that encompasses the concepts and educational con-
tents to be constructed, the order and the way in which
they will be presented. The Student or Player Mod-
ule has the role of verifying the player’s performance
during the time they are executing the game tasks,
adapting the difficulty, providing feedback regarding
Figure 2: Conceptual Framework for Educational Games
Design.
success or failure in certain activities. Finally, the
Graphics and Interface Module is responsible for
issues related to the interface and interaction environ-
ment with which the player interacts, in addition to
graphic issues inherent to the game, such as artistic
style, scenarios, character appearance and colors.
3.2 Constructive Process
First, the CFW was subdivided in a modular way. Af-
ter this modularization and consequent separation of
responsibilities, the process of inclusion of the com-
ponents, called Criteria, that the educational game for
Deaf children will need to meet, began. The process
of defining the components of each module was as
follows:
1. The module’s responsibility was delimited. This
was determined through two questions:
a) What exactly is this module intended for?
b) How far should the responsibilities of this mod-
ule go without overriding the responsibility of the
other modules?
2. Next, the subareas that would serve as the ba-
sis for the selection of the criteria were defined,
then leading to the knowledge fields to support the
module in question.
3. In cases where there were many intersections be-
tween relevant works in relation to a specific item,
this element was incorporated as a criterion to the
corresponding module. An example of this pro-
cess, in the Graphics and Interface Module, can
be seen in Figure 3.
Conceptual Framework to Support a Web Authoring Tool of Educational Games for Deaf Children
229
Figure 3: Example of Criterion Constructive Process.
3.3 Framework’s Criteria
Figure 4 brings up the relevant sets of criteria that the
modules should handle. Within each of the modules,
there are the necessary criteria for educational games
to be adequate in order to support the Education of
Deaf children.
In software, an adequate interface and interaction
environment has several benefits for the user’s per-
sonal experience (Barbosa and da Silva, 2010). In
digital games, in addition to the need for the graph-
ical interface to have an adequate level of usability,
there is a need for the graphics of the game to be par-
ticularly suitable for the target audience. In this type
of software, the user spends much more time playing
than interacting with the menus, so special attention
should be paid to graphical issues.
Graphics are the way the game will display the
designer’s world and tell his story. In educational
games, graphics also have the role of visually trans-
mitting the content to be taught. In the proposed Con-
ceptual Framework, the Graphics and Interface Mod-
ule has as its constituent criteria:
Colors and Shapes (Novak, 2011) (Szczuka
et al., 2013) (Plass et al., 2014) (Shneiderman,
2004): Colors must be strong and lively to please
children. Most important elements on the screen
should have highlight colors. Round shapes and
vivid colors induce positive emotions. These pos-
itive emotions facilitate learning and improve un-
derstanding and transfer of knowledge.
Consistency (Novak, 2011) (Melonio and Gen-
nari, 2013) (Barbosa and da Silva, 2010): Using
the same items in the same positions and orders
on the interface helps the Deaf child to remember
the features and their functions.
Simple Menus (Lindgren et al., 2015) (Melonio
and Gennari, 2013) (Boscarioli et al., 2016): In-
teraction with menus should be simple and intu-
itive. Texts should be avoided, since, the writ-
ten form of an oral language is not the natural
language of the Deaf children. Illustrations are
preferred to represent the possible options in the
menus.
Meaningful Icons (Barzilai and Blau, 2014)
(Szczuka et al., 2013) (Malliarakis et al., 2014)
(Mascio et al., 2013): Icons should be easily
perceived and related to familiar concepts to the
child. Also, the icons should not distract the
child’s attention from the main task. The attention
and focus of the player are essential so that the
performance in the tasks are satisfactory and, con-
sequently, the student can learn the concept being
taught.
Cartoon Art Style (Boscarioli et al., 2016) (Jab-
bar and Felicia, 2015) (Girard et al., 2013): Art
with children’s appeal is recommended. The ap-
peal and graphic attractiveness of a game has di-
rect implication in the learning outcomes to be ob-
tained with the educational game.
Proper Feedback (Jabbar and Felicia, 2015)
(Barzilai and Blau, 2014) (Azoubel, 2016) (Laa-
marti et al., 2014): The game communication
with the player must always be as fast and
comprehensible as possible, in graphic form or
through the natural language of the Deaf.
Every game has its own gameplay. At the same
time it has mechanics that make it unique, the game
also has mechanics that resemble other games. These
relatable mechanics allow the game’s categorization
in one or more game genres.
In traditional commercial games, gameplay has
the sole purpose of entertaining and amusing the
player. Educational games, in turn, need to ensure
learning of some content while entertaining, amus-
ing, and maintaining the player’s motivation and at-
tention. For this reason, the gameplay of an educa-
tional game must be intrinsically related to what one
wishes to teach, to whom one wishes to teach, and to
the degree of complexity in which the content may be
taught. Therefore, the Gameplay and Tutoring Mod-
ule is formed by:
Game Genre (Laamarti et al., 2014) (Malliarakis
et al., 2014) (Schell, 2014) (Dormann et al.,
2013): It should be taken into account at the be-
ginning of the game project. All gaming genres
today can be adapted for educational games, but
not all are suitable for children.
Instructions (Vigil et al., 2014) (Jabbar and Feli-
cia, 2015) (Khenissi et al., 2015) (Carvalho et al.,
CSEDU 2019 - 11th International Conference on Computer Supported Education
230
Figure 4: Criteria of the Conceptual Framework.
2015): Instructions should be given at the begin-
ning of the game, from video tutorial or images.
If the game is not able to be self-explanatory to
the child, its educational potential ends up being
wasted as there will be no interest in the player
interacting with what he/she does not understand.
Game Goals (Song and Zhang, 2008) (Linek
et al., 2010) (Mayer et al., 2014) (del Blanco et al.,
2013): The goals need to be clear and appropri-
ate for children. This means that the Deaf chil-
dren who will play must understand its complex-
ity. Also, the level of the goals’ demands must
be in accordance with the physical and cognitive
capabilities of the target audience.
Meaningful Choices (Werbach and Hunter,
2012) (Schell, 2014) (Schuytema, 2007): The
game must offer possibilities for the player that
have real impact in the game world.
Input and Controls (Eseryel et al., 2014) (Mel-
onio and Gennari, 2013) (Eseryel et al., 2014):
Existing native input devices such as keyboard,
mouse and touch screen should have higher prior-
ity over other ones. Number of buttons and com-
mands available to the player should be limited to
avoid excessive complexity.
Rewards (Carter et al., 2014) (Song and Zhang,
2008) (Omar and Jaafar, 2009): There should be
rewards for the player when he successfully com-
pletes his goals. However, the rewards must be de-
livered at appropriate times. That is, they should
not be too frequent nor too far apart.
Association with Fields of Experience (Beavis
et al., 2015) (Kingsley and Olufemi, 2015) (An-
netta, 2010): The goals and mechanics of the
game should be directly related to the educational
content the teacher wants to instruct and the ca-
pacities that the student must develop.
The purpose of computer-aided learning environ-
ments is to support teaching-learning in a given sub-
ject or area of knowledge. The main subject of this
process is the student who uses the environment, be
it an educational game, a tutoring system or another
educational application. There is no way to ensure
that the learner has effectively evolved his knowledge
level and really learned if there is not any way of
monitoring and evaluating his progress. Thus, the ob-
jective of the Student or Player Module is to assess
the learner’s performance and progress to verify that
learning has actually occurred and to assist in cases
where the expected goal has not been achieved. This
Conceptual Framework to Support a Web Authoring Tool of Educational Games for Deaf Children
231
module has the following criteria:
Performance Evaluation (Linek et al., 2010)
(Murray, 2003) (Annetta, 2010) (Ibrahim and Jaa-
far, 2009): The game needs to have a mechanism
to determine the amount of errors, accomplish-
ments, time spent, among other indicators that
measure the player’s performance.
Scoring (Niederhauser and Stoddart, 2001)
(Barzilai and Blau, 2014) (Yusoff et al., 2009)
(Malliarakis et al., 2014): It is important to have a
visual indicator of player performance, based on
the amount of achievements and value of action
the player performs. Thus, the player himself can
track, in real time, his progress and the outcome
of his actions.
Improvement Suggestions (Barzilai and Blau,
2014) (Murray, 2003) (Song and Zhang, 2008)
(Nwana, 1990): When the player does not achieve
the expected performance, it is important to have
an assistance mechanism. Feedback should be
given to the player, indicating skills to improve
and how to do this, demonstrating what to focus
on and what are his/her most common mistakes.
Difficulty Adaptation (Dormann et al., 2013)
(Schuytema, 2007) (Novak, 2011) (Annetta,
2010): The game should offer the option to
choose level of difficulty. Alternatively, an au-
tomatic difficulty adjustment system may be in-
cluded. This prevents a player from leaving the
game, when having a hard time.
Hints (Linek et al., 2010) (Ibrahim and Jaa-
far, 2009) (Virvou et al., 2005) (Dormann et al.,
2013): Included in many games, tip system is a
feature in which the player, who can not solve a
problem and needs a real-time help, gets assis-
tance. The tips can be, among others, suggestions
of upcoming moves for the player that is having
difficulty in proceeding during a match or a stage.
When the designer wants to build an educational
game for Deaf children, the choice of game content is
not trivial. The determination of which contents are
taught to what ages is the result of years of study by
researchers in the area of Education and Pedagogy.
Therefore, in order to ensure that content of an
educational game is appropriate and relevant to the
target audience, it is necessary to have a teaching
methodology that supports the pedagogical basis of
the game in question. These are the responsibilities
of the Module of Teaching-Learning, which has the
following criteria:
Fields of Experience (Brasil, 2017) (Brasil,
2009) (Lindgren et al., 2015) (Felipe, 2012): The-
matic concepts to be addressed in the game should
take into account the instructional objectives of
Deaf Children’s Education.
Rights of Learning (del Blanco et al., 2013)
(Brasil, 2017) (Brasil, 2009): The player must
learn by playing relevant concepts and contents in
Early Childhood Education, that support the child
development.
Game Goals Association (Arnab et al., 2015)
(Kingsley and Olufemi, 2015) (Mayer et al.,
2014) (Beavis et al., 2015): Each goal to be
achieved in the game must be related to the teach-
ing of a relevant concept or educational content.
Sing Language (in Brazil’s case: Libras)
(Khenissi et al., 2015) (Mascio et al., 2013) (Mel-
onio and Gennari, 2013) (Lindgren et al., 2015):
The contents to be taught should be presented
in SL. Language learning is one of the goals of
games. The natural language of Deaf children is
the Sign Language of their linguistic communities
in each country.
Child Learning Support (Khenissi et al., 2015)
(Mascio et al., 2013) (Melonio and Gennari,
2013) (Lindgren et al., 2015): The game must be
seen as a complementary tool for the teaching and
learning of the child. It is not the main tool; the
teacher presence must not be overlooked.
4 RESULTS
Alongside with empowering game designers with
competence to build suitable educational games for
Deaf children, the conceptual framework also has as
result an authoring tool. The tool enables Deaf chil-
dren teachers to generate educational games. It allows
the access to a database of images and their respective
themes for in-game use. In addition to accessing the
database, the tool allows the teacher to include new
signs and illustrations for later use by other authors
who will require the tool to create their own games.
4.1 Authoring Tool
The proposed authoring tool is free to use, open and
on-line. That is to say, teachers and illustrators from
all over the country who want to contribute with
new images, Libras’ signs or other elements to the
database, can easily include them in the server and
share them. The tool has an intuitive interaction envi-
ronment that can be used by professionals who work
with education of Deaf children but do not understand
programming.
CSEDU 2019 - 11th International Conference on Computer Supported Education
232
As the framework supports the authoring tool, the
teacher who wishes to create a game for his Deaf
students using the authoring tool, will necessarily be
grounded on the Conceptual Framework. Thus, when
building a game from the tool, the game generated
will be modularized according to the FWC’s modular
structure, that is, with each of its four modules.
In addition, the constituent criteria of the modules,
which define the essential characteristics in an educa-
tional game for Deaf children, will be guaranteed in
the game created. Therefore, the generated game will
have clear objectives associated with the educational
content. It will also have a form of evaluation and
assistance to the player during his playing time, rel-
evant content for the target age group, and interface
and graphics adapted to the specificities of Deaf chil-
dren.
4.2 Game Generated
Currently, the tool is prepared to generate educational
games of the point-and-click adventure genre. As an
example, a generated game is shown in Figure 5. In
this game, the player needs to find all the animals ex-
hibited in the stage scenario, while trying to avoid
enemies and distractors. When the player success-
fully encounters an animal, he receives positive feed-
back and a balloon with the corresponding sign in Li-
bras pictorial representation is displayed. Then, four
options of words in Portuguese are presented, in or-
der to verify if the player knows how this concept
is represented in the Portuguese language as well. If
the player is right once again, his score is increased.
When the player finds all the required objects in the
stage, within the time limit, he successfully ends the
stage.
Figure 5: Generated Adventure Game.
This game is based on a study that carried out
a research and consulting project at a school of the
Deaf in Recife city. This project elaborated games in
Libras for the pedagogical work with Deaf children
from 2 to 6 years old (Felipe, 1988). The referred
project also based the development of a set of puz-
zle video games for Deaf children education (Canteri,
2014). The games work with semantic groups so that
the child can learn signs and understand the concept
of the sign and its relation to the group, such as hy-
giene, animals, transportation.
5 CONCLUSIONS AND FUTURE
WORKS
This work presented contributions to the field of
Game Design and Informatics in Education. The in-
terdisciplinary and transdisciplinary nature of the re-
search process, involving researchers from the Deaf
Children’s Education, the Human-Computer Interac-
tion and Informatics in Education areas, ensures the
robustness of the results.
The proposed framework enables professional
game developers and game designers to build ade-
quate educational games for Deaf children. The pro-
posed framework was validated with its application in
the development of a web authoring tool that allows
the generation of educational games for Deaf children
in a suitable and semi-automatic way.
On the other hand, the web authoring tool allows
teachers of Early Childhood Education, without any
programming or advanced computer skills, to create
their own educational games for their students. This
authoring tool was implemented in order to validate
the proposed framework, that is, to demonstrate that
it is possible to generate an educational game for deaf
children. In this way, the paper answered both the
research questions raised.
As first indicated future work, the authoring tool
will be used and tested in schools, by teachers of Deaf
children along with the incorporation of the resulting
games in educational practice. It is also possible to
point out as a potential future work the expansion of
the conceptual framework to support the design of ed-
ucational games for other ages and specificities.
ACKNOWLEDGEMENTS
This study was financed in part by the Coordenac¸
˜
ao
de Aperfeic¸oamento de Pessoal de N
´
ıvel Superior -
Brasil (CAPES) - Finance Code 001.
Conceptual Framework to Support a Web Authoring Tool of Educational Games for Deaf Children
233
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