DIGITAL GAMIFICATION IN EDUCATION: A PROPOSAL FOR THE INTERSECTION OF UNIVERSAL DESIGN WITH MULTIMODALITY
The creation of accessible interdisciplinary teaching materials to all students constitutes a growing demand, although there is some research in the area still observing limitations between the existing options that, generally, focus on a specific group. Although Law 13.146/2015 recognizes universal design as a general rule for the implementation of projects, until then there has been a great lack of tools that meet the different learning profiles of the Special Education Target Public (PAEE) that , according to Law 9.394/1996, includes students with disabilities, pervasive developmental disorders, and high abilities or giftedness. Based on the above, the present study is a qualitative research of an ethnographic nature with the objective of adapting a digital game under the proposal of gamification in education guided by the precepts of universal design and a proposal of multimodal literacy. In this work, a bilingual 2D electronic game (Libras/Portuguese) entitled Viajando na Surdina was tested with seven students from the early years of Elementary School coming from public and private schools. To generate records, a pre- and post-test of the digital game was used. The testing was recorded in audio and video, and its data was transcribed for analysis in the light of the research's theoretical framework. Based on the results obtained, the game was adapted under the concept of universal design, expanding its accessibility to groups other than deaf people. In this sense, it is expected to contribute with the help of accessible didactic materials, as well as the dissemination of ways for a more inclusive education, promoting greater equality of opportunities in the teaching-learning process and meeting the educational specificities of students from the appreciation of human diversity .