THE USE OF DIGITAL GAMES FOR LITERACY IN INDIVIDUALS WITH AUTISM SPECTRUM DISORDER (ASD).

Authors

  • Lidiane da Costa Ribeiro ISICS https://orcid.org/0009-0002-9831-0949
  • Jefferson Barbosa da Silva Brocos Pontifícia Universidade Católica de São Paulo
  • Tatiana Martins Tavares Universidade Mogi das Cruzes
  • Nadir Dias Borborema ISICS

DOI:

https://doi.org/10.51891/rease.v12i5.25631

Keywords:

Autism. Literacy. Digital Games. Phonics Method.

Abstract

The use of digital games is an effective strategy for the literacy development of students with Autism Spectrum Disorder (ASD), as it leverages characteristics such as a preference for visual stimuli, the need for predictability, and systematic learning. These games provide a structured environment with clear rules, immediate feedback, and opportunities for correction without social pressure, which supports attention, repetition, and the consolidation of learning. In addition, digital games allow for the development of specific skills, such as letter–sound correspondence, word formation, and language comprehension, provided they follow the principles of Universal Design for Learning (UDL), with simple interfaces and adaptable features. In a practical study conducted through classroom observation, nine first-grade students with support levels 1 and 2 showed progress in the literacy process through an Individualized Education Plan (IEP), developed after an initial assessment. For the interventions, platforms such as Kahoot! and Wordwall were used, promoting gamified, interactive, and personalized learning, increasing participation and supporting the development of reading and writing skills.

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Author Biographies

Lidiane da Costa Ribeiro, ISICS

Professora de Educação Básica na Prefeitura de Mogi das Cruzes. Licenciada em Pedagogia, Licencia em Letras/ Português, Psicopedagoga. Mestranda em Ciências Educacionais - Instituto Superior Americano de Ciencias Sociales (ISICS).

Jefferson Barbosa da Silva Brocos, Pontifícia Universidade Católica de São Paulo

Professor da Educação Básica na Prefeitura de Mogi das Cruzes, Pontifícia Universidade Católica de São Paulo- Licenciatura em Pedagogia. 

Tatiana Martins Tavares, Universidade Mogi das Cruzes

Licenciada em Artes e Educação Física, Pedagoga- Universidade Mogi das Cruzes (UMC). Professora de Educação Básica na Prefeitura de Mogi das Cruzes.

Nadir Dias Borborema, ISICS

Licenciada em Pedagogia pelo Centro Universitário Hermínio Ometto, (UNIARARAS), Especialista em Educação Especial Inclusiva e em Psicopedagogia Institucional. Mestranda em Ciências Educacionais - Instituto Superior Americano de Ciencias Sociales (ISICS). 

Published

2026-05-11

How to Cite

Ribeiro, L. da C., Brocos, J. B. da S., Tavares, T. M., & Borborema, N. D. (2026). THE USE OF DIGITAL GAMES FOR LITERACY IN INDIVIDUALS WITH AUTISM SPECTRUM DISORDER (ASD). Revista Ibero-Americana De Humanidades, Ciências E Educação, 12(5), 1–9. https://doi.org/10.51891/rease.v12i5.25631