Time is a complex issue. To understand its dimensions and relationships is needed a process of teaching and learning, which is not an easy task when dealing with students with special educational needs (SEN's), due to cognitive deficits, require activities that explore issues reflective, as is the case of time. For such, a game developed in Scratch for time learning, which is a concept fun and educational, for stimulating allowed students with dyslexia, with some form of cerebral palsy, impaired concentration, psychomotor developmental delay, between other dimensions flagged for special education and rehabilitation.
The Scratch game follows the model of traditional watch hands, easy to read and manipulation, where questions are raised accompanied by audio and written form. With the integration of sensors board Picoboard, the interaction with the clock to execute bids placed on issues may be made by a joystick, a steering wheel, a mouse, a external buttons to keyboard or other interface. As children have difficulty in accurately handling, the labelling of the hours and minutes, the pointer has a tolerance of 15 degrees to each side. The game has simple rules with 3 difficulty levels and was developed as part of a Masters of Human-Computer Interaction (HCI) program in Polytechnic Institute of Coimbra - Portugal, where human factors of context and usability aspects are learning elements in Scratch. In this context of HCI, this experience serves to study and to analyse the impact of Scratch in the interactive educational environments with SEN children.
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