THE ROLE PLAYING GAME IN INCLUSIVE SCIENCE EDUCATION: A RELATIONSHIP BETWEEN RPG AND VISUALLY IMPAIRED STUDENTS
RPG; Inclusion; Visual Impairment; Mental Images; Games
The current educational reality, in which there is a greater influx of students with disabilities into Basic Education, requires methodologies and the improvement of teaching materials that favor not only the permanence of these students in ordinary classes, but also the quality participation of these individuals in the teaching and learning process. To this end, exploring alternative ways of contributing to this right is fundamental. The idea therefore arose to investigate the possibilities of using a Role Playing Game (RPG) for visually impaired students in the school environment. In RPGs, players play characters and externalize their actions in order to find solutions to the challenges addressed in the stories narrated by the master. This type of game is usually cooperative, the players must relate to each other in pursuit of common goals. In this way, RPGs definitely don't need physical resources, depending mainly on the construction of the participants' mental images, the interrelationship between team members and the students' body languages. In this context, in order to observe the possibilities of using RPGs for visually impaired students, this work was based on Vygotsky's socio-interactionist understandings, through case studies that favored the behavioral evaluation of students during the application of the adventures. This choice was made due to the need to follow a qualitative methodological path that would allow the observation of specific factors in the research in question. The research was carried out in two public schools in the Distrito Federal. In one of the schools, the game was played in the resource room. Four students with disabilities took part in the RPG. In order to contribute to the construction of information relevant to this research, data collection was based on the students' logbooks and the filming of the game applications. Finally, Bardin's content analysis was used to categorize and analyse the information gathered during the research. As a result of these investigations, it was possible to see the different alternatives that have arisen through the use of role-playing games for visually impaired students. It was noticed that this tool can encourage the construction of mental images by these students, as well as giving them the opportunity to externalize information through body language, without their visual specificities becoming an obstacle.