SpeakSnake: a serious game for teaching the pronunciation of Portuguese words

Autores

  • Lázaro S. Nascimento UTFPR
  • Otávio L. Hruba UTFPR
  • Maira B. Sanmartin UTFPR
  • Simone N. Matos UTFPR
  • Helyane B. Borges UTFPR

DOI:

https://doi.org/10.22456/1679-1916.153562

Palavras-chave:

serious game, intellectual disability, pronunciation, inclusive education, Portuguese

Resumo

The advancement of digital technologies has enabled the development of serious games focused on inclusive education, particularly for students with intellectual disabilities. In this context, this paper presents SpeakSnake, a serious game designed to assist in teaching the pronunciation of Portuguese words. The game was implemented as a web-based application using speech recognition technology and covers three educational themes: sustainability, financial education, and healthy eating. The adopted methodology involved requirements gathering, game development, and evaluation with 25 students with mild and moderate intellectual disabilities from a special education school. The results showed that most of the words spoken and speech attempts were made by literate students; however, non-literate students also participated significantly, accounting for 43.9% of the words spoken and 40.4% of the attempts. Furthermore, 100% of the teachers positively evaluated the game’s pedagogical suitability and accessibility, emphasizing the clarity of instructions, the relevance of the content, and its use in inclusive classrooms. These findings SpeakSnake’s a complementary tool for promoting literacy and speech development in inclusive educational contexts.

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Publicado

2026-02-11

Como Citar

NASCIMENTO, Lázaro S.; HRUBA, Otávio L.; SANMARTIN, Maira B.; MATOS, Simone N.; BORGES, Helyane B. SpeakSnake: a serious game for teaching the pronunciation of Portuguese words . RENOTE, Porto Alegre, v. 23, n. 2, p. 394–405, 2026. DOI: 10.22456/1679-1916.153562. Disponível em: https://seer.ufrgs.br/index.php/renote/article/view/153562. Acesso em: 18 ago. 2026.

Edição

Seção

Jogos, tecnologias imersivas e aprendizagem ativa