Kalulu: adaptation and assessment of the digital game for literacy and basic arithmetic
In Brazil the development of digital games in the educational field is little explored when compared to the world level. Games are being used not only for teaching school content, but also for training specific skills or simulated environments (virtual reality). Nowadays society dedicates a loto f time to technology and the internet is growing more and more, which indicates a need for science to meet this social demands. Many studies have been conducted in order to use educational games, either at home or at school, with the possibility of generalizing these tasks of games to other areas of knowledge and skills. Due to the increased use of technology earlier - and more widely - in children, it is necessary to adapt and propose appropriate alternatives for this demand. Given that children have a more playful trait, games have the advantage of maintaining children's motivation while being appropriate for a school context. The objective of this work was to evaluate the applicability and user experience of Kalulu game in a classroom. This game was produced in France and adapted to Portuguese, with the purpose of using it to literate children, with the minimum mediation of the teacher. Eighteen children aged 6 to 7 years from a public school in Santo André participated, who played the game in 18 sessions for 2 months. Satisfaction assessments were applied in all sessions, user experience questionnaire and reading and writing assessments. The results showed that the vast majority of children positively evaluated Kalulu, both in terms of fun and playability. And even with few sessions there is evidence of a little difference in children's performance in assessments.