DIGITAL GAMES AS A STIMULUS FOR INHIBITORY CONTROL: A FOCUS ON SPECIAL EDUCATION STUDIES
DOI:
https://doi.org/10.1590/SciELOPreprints.13567Keywords:
Executive Function, Digital Game, Special Education, Coronavirus InfectionsAbstract
This study aimed to identify and analyze how national and international literature systematize the development and training of inhibitory control through the use of digital games for students who are the target audience for special education. This is a systematic literature review, outlined in three stages: planning; conduction and systematization; and qualitative data analysis. The searches were carried, in the databases: 1. Brazilian Digital Library of Theses and Dissertations; 2. PubMed; 3. Scielo; 4. Scopus; and 5. Lista, which led to the selection of 15 studies. The results were broken down into four thematic categories: 1. Transfer effect; 2. Behavioral and attentional improvement; 3. Digital games used as assessment tests; and 4. Technical elements. The studies found demonstrated efficiency in relating digital games in contexts that aim to improve inhibitory control for students who are the target audience for special education.
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Copyright (c) 2025 Simone Pinto Ferreira, Manoel Osmar Seabra Junior

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The research data is contained in the manuscript
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The research data is available on demand, condition justified in the manuscript


