REMOTE INTERVENTION MODEL FOR A STUDENT WITH CEREBRAL PALSY: USE OF DIGITAL GAME WITH TECHNOLOGICAL AND ASSISTIVE TECHNOLOGY CONTRIBUTIONS

With the COVID-19 pandemic period, it became necessary to create remote service models so as not to interrupt the educational development of students of the target population of special education. The objective was to develop a model of remote intervention for a student with cerebral palsy using a digital game, through the means of technological contributions and Assistive Technology Resources (ATR). This is qualitative research with a case study of a student with cerebral palsy who has difficulties in gross motor skills, use of his hands and communication, needing pedagogical interactions to match playful-educational activities in the midst of a pandemic period of COVID-19. For data collection, the following were used: (1) an information guide; (2) the identification and selection of ATR; and (3) the elaboration of the tic-tac-toe game in PowerPoint. After this stage, judges and researchers were present at the participant's residence to assess the family context, the selected equipment, and the ATR. The sessions were recorded via filming. Electronic notes were made through: (1) participant performance in basic notebook and game configuration skills; (2) the usability of ATR; and (3) interaction with the adversary (researcher). In the data analysis, the usability of the ATR was described together with the model used for the configuration and execution of the remote service. The family played a leading role in helping the participant in the initial training in remote mode for interaction with digital technology. It is noteworthy that the following ATR were used: (1) enlarged keyboard; (2) stationary mouse (Trackball type) to replace the mouse in order to increase the feedback time and improve the cursor direction.

Authors

Institutions

Publication Details

Journal
Revista Portuguesa de Educação
Published
2025-10-13
DOI
https://doi.org/10.21814/rpe.32654
Primary Topic
E-Learning and Knowledge Management
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

REMOTE INTERVENTION MODEL FOR A STUDENT WITH CEREBRAL PALSY: USE OF DIGITAL GAME WITH TECHNOLOGICAL AND ASSISTIVE TECHNOLOGY CONTRIBUTIONS

Fernanda Carolina Toledo da Silva, Viviane Rodrigues, Maria Luiza Salzani Fiorini, Elaine de Oliveira Santos et al.
Revista Portuguesa de Educação
E-Learning and Knowledge Management
article

REMOTE INTERVENTION MODEL FOR A STUDENT WITH CEREBRAL PALSY: USE OF DIGITAL GAME WITH TECHNOLOGICAL AND ASSISTIVE TECHNOLOGY CONTRIBUTIONS

Fernanda Carolina Toledo da Silva, Viviane Rodrigues, Maria Luiza Salzani Fiorini, Elaine de Oliveira Santos, Mônica Nemézio da Costa Siqueira, Manoel Osmar Seabra, Simone Pinto Ferreira, CAROLINE SOUTO COSTA
article en

Abstract

With the COVID-19 pandemic period, it became necessary to create remote service models so as not to interrupt the educational development of students of the target population of special education. The objective was to develop a model of remote intervention for a student with cerebral palsy using a digital game, through the means of technological contributions and Assistive Technology Resources (ATR). This is qualitative research with a case study of a student with cerebral palsy who has difficulties in gross motor skills, use of his hands and communication, needing pedagogical interactions to match playful-educational activities in the midst of a pandemic period of COVID-19. For data collection, the following were used: (1) an information guide; (2) the identification and selection of ATR; and (3) the elaboration of the tic-tac-toe game in PowerPoint. After this stage, judges and researchers were present at the participant's residence to assess the family context, the selected equipment, and the ATR. The sessions were recorded via filming. Electronic notes were made through: (1) participant performance in basic notebook and game configuration skills; (2) the usability of ATR; and (3) interaction with the adversary (researcher). In the data analysis, the usability of the ATR was described together with the model used for the configuration and execution of the remote service. The family played a leading role in helping the participant in the initial training in remote mode for interaction with digital technology. It is noteworthy that the following ATR were used: (1) enlarged keyboard; (2) stationary mouse (Trackball type) to replace the mouse in order to increase the feedback time and improve the cursor direction.

Revista Portuguesa de EducaçãoVol. 38(2)
Universidade Estadual Paulista (Unesp) (BR)
Openalex Percentile: Top 68%
E-Learning and Knowledge Management
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.