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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Educational Game for Laterality Development in Early Childhood and the Importance of Participatory Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Patrícia Cavedini</string-name>
          <email>pcavedini@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>André Peres</string-name>
          <email>andre.peres@poa.ifrs.edu.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Silvia de Castro Bertagnolli</string-name>
          <email>silvia.bertagnolli@poa.ifrs.edu.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ederson Luiz Locatelli</string-name>
          <email>locatelli1501@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Education</institution>
          ,
          <addr-line>Rede Marista, Porto Alegre</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Informatics in Education/Computing, IFRS</institution>
          ,
          <addr-line>Porto Alegre</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Informatics in Education/Education, IFRS/Colégio Marista Rosário</institution>
          ,
          <addr-line>Porto Alegre</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-The learning process in Early Childhood Education focuses on the development of children and their different forms of expression. Learning can be established by body language, because, by movement, the child establishes symbolic relationships, and constructs his thinking. So, in Early Childhood Education a dialogue with other areas of knowledge is necessary, seeking to provide an immersion in various learning situations. In this context, the present work focuses on analyzing the development of a digital game in Scratch with the participation of students, which reflects paths and levels identified in Physical Education classes, aiming to develop laterality. The research is qualitative and used the scientific procedures of bibliographic research, participant observation, discursive textual analysis, and participatory design for the elaboration of the game. The subjects were children aged between four and six who are in Early Childhood Education. As a result, the digital game really became a strategy to assist in the development of laterality of children, as it enhanced the appropriation of psycho-motor schemes related to spatial and temporal orientation.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Keywords—Early Childhood Education,
Educational Game, Participatory Design.</p>
      <p>Laterality,
I.</p>
      <p>INTRODUCTION</p>
      <p>When we consider the Early Childhood Education in the
Brazilian Common Curricular Base (BNCC) [1] and its
defined fields of experience (live situations, experiences, and
knowledge of the children), it became evident that the
children's knowledge of their own body is highlighted, as it is
explored and experienced by movements, playful activities,
expressions, and games. This knowledge is acquired through
the conscience of the whole body, and the mind - that cannot
be separated from the body [2].</p>
      <p>According to the National Curriculum Guidelines for
Early Childhood Education [3], children's play and activities
must be observed, recorded, and evaluated, as it is through
play that they are able to express themselves, either through
gestures, through the use of their bodies, through
communication or feelings. In this sense, the school must
provide a welcoming and warming environment so that the</p>
      <p>It worth notice that the students of Early Childhood
Education who took part in this research are children who are
in the age group of four to six years old. They participated in
the planning, organization, data collection, and validation, as
well as constant interaction with the researchers involved in
the research [9]. For that, methodological procedures related
to the age group of the public in question [9] were used, such
as drawings, photos, and footage, always respecting the reality
and the children's experience. During the research, their
behavior was observed when they were in informal
conversations with educators and with the other children, with
participant observation, and with open interviews.</p>
      <p>
        Through qualitative data analysis, together with the
bibliographic research, a game was built, which was analyzed
in order to verify whether or not it could contribute to the
development of laterality in early childhood students. For the
development of the game, the participatory design was used
[
        <xref ref-type="bibr" rid="ref11 ref12">10, 11</xref>
        ]. It should be noted that, this type of experience design
can arise due to the needs of students, regardless of the area,
thus enriching the development of works and activities and
always valuing the interactivity between those involved [
        <xref ref-type="bibr" rid="ref13">12</xref>
        ].
In addition, as highlighted in [
        <xref ref-type="bibr" rid="ref14">13</xref>
        ], the children's participation
in the game design allows for the development of skills linked
to creative and critical thinking, communication, and
problem-solving.
      </p>
      <p>
        According to [
        <xref ref-type="bibr" rid="ref15">14</xref>
        ], when using participatory design,
certain techniques can be chosen to develop products that
provoke positive reactions in users, so that they feel at ease,
comfortable, and that they enjoy the experience of using the
product.
      </p>
      <p>After some experiments on paper, students developed a
digital game and used it in person and online. The game design
was defined using different possible courses that represented
levels of difficulty, which were established by the students
themselves.</p>
      <p>This paper presents, in section 2: the theoretical
foundation of laterality and its contributions to children's
learning. Section 3: describes the methodology used for the
development of the research, and section 4: details the results
obtained with the students' participation in the game project,
addressing their perceptions when using it. Finally, section 5:
describes some of the conclusions reached with the
development of this work.</p>
    </sec>
    <sec id="sec-2">
      <title>II. LATERALITY: REFLEXES IN CHILDREN'S LEARNING</title>
      <p>
        The process of valuing Early Childhood Education is
increasingly focusing on understanding the integral
development of children and their different forms of
expression, which reveal how they understand the reality
around them. Having good motor control, they can explore the
outside world, carrying out concrete experiments [
        <xref ref-type="bibr" rid="ref16">15</xref>
        ]. Thus,
it has become a challenge and a necessity for schools,
teachers, and the family to reflect on an appropriate and broad
dialogue between Early Childhood Education and other areas
of knowledge, with immersion in different learning situations
[
        <xref ref-type="bibr" rid="ref17">16</xref>
        ].
      </p>
      <p>
        According to Fernández [
        <xref ref-type="bibr" rid="ref16">15</xref>
        ], learning occurs through the
relation between the organism, the body, intelligence, and the
desire of knowledge. This learning involves different factors,
whether they are concepts of space-time, postural, and
gestural domain. The body becomes explored by discoveries
and experiences of itself and with the world; and, therefore,
the process is not simple, as it involves psychological, social,
and biological factors, causing certain qualitative
transformations [6].
      </p>
      <p>Learning also takes place through body language [7], that
is, through the body in movement, because in this way the
child establishes symbolic relationships, thus building his
thinking. Body language is the first to be developed in
childhood, as movement is an important act to be performed
by the child. "The wealth of possibilities of body language
reveals a universe to be experienced, known, enjoyed" [8].</p>
      <p>The conscience of their own body structure is the ability
of the child and even the adult, under normal conditions, to
recognize the existence of himself and his own body and
differentiate it in relation to the environment. The body is
related to movement, stimulating the knowledge of body parts
as a sensory component of the nervous system, responsible for
the perception of the occurrence of movement or rest. The
development of the body's conscience occurs through stimuli,
which can be carried out in a playful way, in the form of
games, which play an important role in this process [1, 2].</p>
      <p>
        Various skills, such as balance, notions of space and time,
inside and outside, body structure, muscle tone, laterality,
among others, are developed by movement, whether through
dances, dramatizations, or games [
        <xref ref-type="bibr" rid="ref18">17</xref>
        ]. Thus, it is necessary,
for its development process, to have a notion of right and left
and to know how to situate itself in space and time, to
constitute an integral body conscience [
        <xref ref-type="bibr" rid="ref19">18</xref>
        ].
      </p>
      <p>
        Laterality can be related to a compass [
        <xref ref-type="bibr" rid="ref20">19</xref>
        ], as it is from
there that the child and/or the adult are located in space and
time, perceiving the direction in relation to themselves and
others. [
        <xref ref-type="bibr" rid="ref21">20</xref>
        ] already starts from this same principle, stating that
when the individual recognizes and is oriented both on the left
and on the right, he/she manages to establish a relationship
with the objects that are around him/her.
      </p>
      <p>
        It is important that the child is stimulated bodily,
especially about laterality, as a good acquisition of it enables
learning, especially regarding the writing and orientation of
letters and numbers (mirroring), enabling good body
development. Both parents and the school must provide
pleasant environments that encourage movement, so that the
child explores the space and develops its potential [
        <xref ref-type="bibr" rid="ref22 ref23">5, 21, 22</xref>
        ],
becoming aware of both sides of the body, both the left and
the right.
      </p>
      <p>The following section describes some aspects regarding
the methodology used in the research and the construction of
the digital game presented.</p>
    </sec>
    <sec id="sec-3">
      <title>III. METHODOLOGICAL PROCEDURES</title>
      <p>
        According to [
        <xref ref-type="bibr" rid="ref24">23</xref>
        ], this research is established between the
Critical and Constructivist-Interpretive paradigms, mainly due
to the relationship between researchers and the research
context and the search to understand and explain a
phenomenon. As already mentioned, the subjects of this
research were children; and, therefore, it was necessary to use
a methodology appropriate to this age group. Children can
plan, organize, and analyze the data together with
participating adults [9]. Therefore, the participant research,
characterized by the involvement of the individuals
participating in the research, was the most appropriate. Fig. 1
illustrates the steps that were part of the development and
application/validation process of the proposed game.
      </p>
      <p>
        For the development of this research, the participation of
students was foreseen in the definition and elaboration of a
digital game created in the Scratch software [
        <xref ref-type="bibr" rid="ref25">24</xref>
        ].
      </p>
      <p>
        After performing various activities and games, in Physical
Education classes, which stimulated laterality, students,
through Participatory Design [
        <xref ref-type="bibr" rid="ref11 ref12 ref26">10, 11, 25</xref>
        ], developed a
computer game, in which they performed movements with the
direction arrows of the keyboard. The game aimed to analyze
how students would move from concrete to abstract thinking.
      </p>
      <p>
        Seeking to align the objectives of the research, the context
of Early Childhood Education, and the subjects, we opted for
a design approach in the etymological sense [
        <xref ref-type="bibr" rid="ref27">26</xref>
        ]: “The verb
'designare' can be translated as 'determining', but it means
more or less: 'to demonstrate'. What is determined is fixed.
The design transforms the vague into determined through
progressive differentiation. Design (designatio) is understood
in a general and abstract way. Determination through the
presentation. The science of design corresponds to the science
of determination.”. In addition, as for the design stages, it is
important to understand it beyond an object and its aesthetics
[
        <xref ref-type="bibr" rid="ref28">27</xref>
        ]. For [
        <xref ref-type="bibr" rid="ref28">27</xref>
        ], the state "design of environments and systems"
means a human system, the integration between information,
physical artifacts, and interactions in living, working, leisure
and learning environments.
      </p>
      <p>
        With the intention of involving students in the construction
of the game, it was decided to use the participate designing
process, which implies the effective participation of students
in the whole process. According to [
        <xref ref-type="bibr" rid="ref15">14</xref>
        ], the participatory
design addresses spontaneity, the discussion of better
solutions for the product to be built, and the collaboration
between users, always with more effective learning.
      </p>
      <p>To explain the qualitative analysis of the research, open
interviews and observations with the children were used,
through photos, drawings, and video recording. In the view of
[9], “there is a need to cross speech or group dialogues with
drawings, with photographs… the recording of their activities
can favor the expansion and relativization of our adult point
of view”. The systematic, critical, and creative observation of
children, of games and interactions, as well as the recording
made by children and adults (drawings, photographs, reports)
made throughout the process at various times, are
indispensable conditions to understand how the child
appropriates the ways of acting, feeling and thinking
culturally.</p>
      <p>
        Qualitative research of discursive textual analysis "has
been shown to be especially useful in studies in which analysis
approaches require referrals that are located between solutions
proposed by content analysis and discourse analysis" [
        <xref ref-type="bibr" rid="ref29">28</xref>
        ].
This analysis can be performed through photos, videos,
drawings, among other graphic and visual expressions
produced by students. It is observed that it is the researcher
who defines which is the best instrument to carry out the
analysis.
      </p>
      <p>
        As previously mentioned, this research is aimed at
students of Early Childhood Education aged between four and
six years. It was carried out with two classes with
approximately 20 students in each one. The definition of the
digital game was carried out by the educators and students of
these classes, through drawings and discussions [
        <xref ref-type="bibr" rid="ref11 ref12">10, 11</xref>
        ].
      </p>
      <p>The students participating in the research were observed
by the researchers during the Informatics and Physical
Education classes. The children demonstrated their
knowledge through their verbalizations, actions, and
drawings. Observations took place once a week, lasting 50
minutes during ten meetings for each class.</p>
      <p>The next section presents the process that was used to
build the game and indicates how early childhood students
were involved during the process.</p>
    </sec>
    <sec id="sec-4">
      <title>IV. RESULTS AND DISCUSSIONS</title>
      <p>As previously described, the digital game, developed with
Scratch software, focused on analyzing how students would
move from concrete to abstract thinking. The game features
courses that involve the directions used in Physical Education
classes (forward, backward, right, and left).</p>
      <p>The students were divided into two spaces. At the first
moment of the class, they stayed in the computer lab and
received some instructions from the teachers, such as, for
example, that the Physical Education and Computer classes
would be held together and that they would be called one by
one to take a course. The details of the activity were addressed
in the space where it took place. Meanwhile, students used
iPads and computers to explore games related to the notions
of laterality, such as mazes. Secondly, in the chosen space, the
teachers prepared a course (a path made with ropes) that they
should take in whatever way they thought was best - walking,
jumping, or running. It is observed that the route (Fig. 2) has
orientations from different directions, such as walking
forward, left, and right. The route was traced on the ground,
using a rope and objects available at school, and its
construction included the participation of children.</p>
      <p>The orientation was that they should make the route in the
following way: the beginning was identified by the orange
object, and the end, by a red object. After the execution, the
Physical Education teacher asked them to raise their right hand
and then their left hand. The beginning and the end were
carried out without any problems since all the students who
took the course managed to start in orange and end in red.
Regarding the identification of the right hand and the left
hand, some raised it correctly, others did not know which hand
was the correct one, and one was in doubt. Thus, in subsequent
classes, the Physical Education teacher performed activities
and games to reinforce the body's spatial notions, such as
forward, backward, to the right, to the left, under, over, in and
out, with the two participating classes.</p>
      <p>It should be noted that the students of Early Childhood
Education went through several challenges related to the body
to later use the game. The game definition steps are shown
below:
</p>
      <p>The students from both classes drew the paths of the
digital game; and, subsequently, there was a vote to
choose the courses that would be part of the game.
 In addition to the routes, they choose the characters
that would be included in the game (a dog and a dog
bowl).

</p>
    </sec>
    <sec id="sec-5">
      <title>The technology teacher coded the game for students to play it.</title>
    </sec>
    <sec id="sec-6">
      <title>Finally, the students played the digital game and used</title>
      <p>the same directions already used in physical education
classes - forward, backward, to the right and to the left.</p>
      <p>To design the game, students were organized into four
groups, and it was explained to them that the teacher would
create a digital game for them, making it clear that they would
also be part of this process. Thus, they began to reflect on
which routes would be covered and which character would be
used in the game. Then, the students chose a dog as the main
character, who should follow the path defined by the game to
feed. The choice for this character is due to the fact that the
students were reading the book “The Umbrella” (written and
illustrated by Dieter Schubert and Ingrid Schubert), whose
story has as main focus a dog that finds a red umbrella and is
taken on a journey of many adventures and emotions.</p>
      <p>After these definitions with the students, the teachers drew
an example route (Fig. 3), where they included the chosen
character, the feed bowl at the end, and some obstacles in the
middle of the route, which should be overcome by the dog.</p>
      <p>
        The researchers handed out a sheet and a marker pen to
each child, and each drew the route that they found interesting
for the dog to follow until it found the food. This activity was
based on the theory of [
        <xref ref-type="bibr" rid="ref30">29</xref>
        ], aligned with other proposals [
        <xref ref-type="bibr" rid="ref11 ref12 ref26">10,
11, 25</xref>
        ] which affirm that it is important to use prototyping and
to design several times what the user wants, either in the
programming part or for an object. The same authors argue
that techniques such as brainstorming, drawing, and
prototyping on paper can be used to design with children [
        <xref ref-type="bibr" rid="ref11 ref12">10,
11</xref>
        ]. Regardless of how the interactive product looks, it is
important to have drafts, prototypes, and models in order to
understand the user's desire well, in addition to understanding
“why” and “how” the product will be designed [
        <xref ref-type="bibr" rid="ref30">29</xref>
        ].
      </p>
      <p>After the design of all the courses, these were shown to the
students, who chose the drawings, called Level 1, Level 2,
Level 3, Level 4, Level 5, Level 6, and Level 7, as shown in
Figures 4 to 10. These levels were part of the game that was
created in Scratch, where, at each level, the child moves to the
next one, which is more difficult than the previous one, and so
on until reaching the last level.</p>
      <p>The children chose the path illustrated by Fig. 4 as Level
1 because it presents an easier path to be taken and without
major variations in direction. They also claimed that it would
take less time to travel.</p>
      <p>It is noteworthy that the participating children had not yet
appropriated the concepts of proportion; so, for them, the time
to travel the route was not related to the distance itself, but to
the number of times the directions of the path to be traveled
by the dog changed.</p>
      <p>The path illustrated by Fig. 5 was chosen as Level 2
because it has a vertical path, different from the first and with
greater variation of directions, in addition to containing two
more stretches than the previous one.</p>
      <p>Level 3, as shown in Fig. 6, is much more complex than
the previous levels. The children reported that it would be
more difficult to walk because it is bigger and has more
movements in different directions.</p>
      <p>Level 4 (Fig. 7) created a discussion among students, as
some thought that it would be the most difficult level, as it
presents the great variation in direction and displacement; but,
after several conversations, it ended up being the chosen route.
The children thought about placing obstacles, represented by
points in the drawing, but then they found it better to remove
them, as this level of the game already had a long way to go.</p>
      <p>The route illustrated by Fig. 8 was chosen as Level 5, as it
presented less difficulty in moving, but more movements in
several directions than the other two remaining levels.</p>
      <p>Level 6 (Fig. 9) also has a vertical path, like Level 2.
However, it has a wide variety of directions and is an
extensive path, as argued by the students participating in the
research.</p>
      <p>Level 7 (Fig. 10) created controversy together with Level
4, as students considered both difficult. It presents various
displacement and with a change of direction along the route.
Fig. 10. Level 7</p>
      <p>Another aspect that needs to be considered, in relation to
the diagrams in Figures 3 to 9, is that: the course, the character
(dog), and the bone/feed bowl drawn at the end of the path are
all authorial elements of the students.</p>
      <p>
        According to [
        <xref ref-type="bibr" rid="ref15">14</xref>
        ], there are three motivations that are
necessary for participatory design: the participation of the user
in the development of the project; the identification and
documentation, at the beginning of the project, of the user
experience goals and specific usability; the interaction
between the user and the programmer. Thus, the entire process
of elaborating the digital game was carried out. The children
talked to the educators about their ideas of how the dog's path
to the feed bowl should be drawn, as shown by the first
motivation of participation design; then, they designed the
courses, leaving the game documentation registered,
following the second motivation; and, finally, they showed
their drawings to the teachers, explaining how it would be the
best way to turn them into games, as well as establishing the
third motivation of participatory design.
      </p>
      <p>
        It is important to note that it was essential to follow these
motivations for participation design, as this influenced the
decisions made in the game design. As stated in [
        <xref ref-type="bibr" rid="ref31 ref32 ref33">30, 31, 32</xref>
        ],
it is through play that the child learns and has fun. In the case
of this paper, it was decided to present the game levels using
the graphic representations produced by the children, and not
the digital game screens themselves, as it is believed that the
greatest contribution of the work is precisely in the authorship
and the demonstrated role by students during the process of
creating the digital game.
      </p>
      <p>In the computer lab, the two classes got to know the digital
game and played it on computers. The students received the
original drawings so that they could compare them with the
game; and the children's reaction to seeing what they had
planned was of the utmost importance. Several comments
were said: “Look! It's my drawing!”, “Teacher, this is very
easy”, “We could have made a game more difficult”,
“Teacher, even the color of my drawing is the same”. It was
noticed, by the students' speech, that they identified with the
game and established relationships with what they had
previously produced.</p>
      <p>Regarding the results related to laterality, it should be
noted that, of the 37 participating students, 35 managed to
complete all the routes of the game, with no doubt about which
movement they should perform. Fig. 11 outlines some of the
paths taken by students in the digital game.</p>
      <p>For each stage of the game, all students were observed by
the researchers, and videos were recorded during the stages.
The duration of each activity depended on the pace of each
student, the number of students, and the difficulties
encountered, whether cognitive or motor.</p>
      <p>The next section describes some conclusions obtained
with the development of the game and with the observations
made through the described methodological procedures.</p>
    </sec>
    <sec id="sec-7">
      <title>V. CONCLUSIONS</title>
      <p>As already described, the understanding of laterality is
essential, as it is from there that the child and/or the adult are
in space and time, perceiving the direction in relation to
themselves and others. In this way, the integration between the
Physical Education and Informatics disciplines allowed us to
combine physical activities to develop laterality with a digital
game. Initially, it was thought that teachers could build the
game and then present it to students. However, as the research
progressed, it was realized that student participation would be
essential.</p>
      <p>It is interesting to highlight some of the actions that this
research provided to Early Childhood Education students: (i)
exploring relationships and everyday practices using concrete
elements; (ii) building associations and activities, as it is in
childhood that the child begins to establish his first
relationships and representations from the elements that
surround him (people and objects); (iii) become familiar with
the structure of the BNCC, through practices and experiences
that favor the construction of meanings about themselves, the
world around them and their peers.</p>
      <p>The developed game served as a resource of pedagogical
support for Physical Education classes, providing the
development of laterality, body knowledge, learning through
play, curiosity, and children's participation always. In
addition, the authorship of the students in the activities
developed was fundamental, because, when they saw the
game for the first time, they realized the result of their
productions, becoming protagonists of their learning
processes.</p>
    </sec>
  </body>
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