Bernardo Benites de Cerqueira
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Bernardo Benites de Cerqueira has a total of 28 co-authors. Here are the top co-authors by number of shared publications:
- Débora Nice Ferrari Barbosa
Universidade Feevale
11 shared publications - João Batista Mossmann
Universidade Feevale
10 shared publications - Caroline de Oliveira Cardoso
Universidade Feevale
3 shared publications - Jorge Luis Victória Barbosa
University of Vale do Rio dos Sinos (Unisinos)
3 shared publications - Paulo Ricardo Dos Santos
Universidade Feevale
2 shared publications - Ana Cervi Colling
Universidade Feevale
1 shared publication
Latest Publications
- 1 September 2026
- Published by American Psychological Association (APA) in Psychology & Neuroscience
- Vol. 19 (3) , 124-139
Development, content validity evidence, and usability analysis of a digital game prototype for assessing executive functions in children.
- 1 September 2026
- Published by American Psychological Association (APA) in Psychology & Neuroscience
- Vol. 19 (3) , 124-139
Development, content validity evidence, and usability analysis of a digital game prototype for assessing executive functions in children.
- Open Access
- 20 December 2024
- Published by State University of Mato Grosso do Sul in INTERFACES DA EDUCAÇÃO
- Vol. 15 (44) , 141-158
Avaliação, operacionalização e uso de um jogo digital em dispositivos móveis para crianças em ambiente escolar
Este trabalho apresenta o processo de avaliação de usabilidade e jogabilidade de um jogo digital em dispositivos móveis voltado para a estimulação cognitiva. O jogo digital “As Incríveis Aventuras de Apollo & Rosetta no Espaço” passou por mudanças oriundas de trabalhos prévios buscando o melhor funcionamento e uso em ambiente escolar. Com um total de 16 participantes do público alvo (n=16), o processo foi dividido em 3 momentos: 1) melhorias do jogo digital através de uma técnica de desenvolvimento cíclico para jogos digitais 2) avaliação de usabilidade e jogabilidade do jogo educacional, no qual participaram 2 crianças no formato remoto devido a restrições relacionadas a COVID-19; e 3) operacionalização de uso do jogo em ambiente escolar, realizado com 14 crianças do 4º ano do Ensino Fundamental I em modalidade de ensino híbrido entre outubro/2021 e dezembro/2021. Como resultado, é demonstrado o processo de validação do jogo digital, com desenvolvimento centrado no usuário final, indicando que o jogo se encontra em bom estado de usabilidade e jogabilidade, bem como pequenos ajustes identificados para sua utilização com um maior número de participantes em ambiente escolar.
- 20 December 2024
- Published by State University of Mato Grosso do Sul in INTERFACES DA EDUCAÇÃO
- Vol. 15 (44) , 141-158
Open AccessAvaliação, operacionalização e uso de um jogo digital em dispositivos móveis para crianças em ambiente escolar
Este trabalho apresenta o processo de avaliação de usabilidade e jogabilidade de um jogo digital em dispositivos móveis voltado para a estimulação cognitiva. O jogo digital “As Incríveis Aventuras de Apollo & Rosetta no Espaço” passou por mudanças oriundas de trabalhos prévios buscando o melhor funcionamento e uso em ambiente escolar. Com um total de 16 participantes do público alvo (n=16), o processo foi dividido em 3 momentos: 1) melhorias do jogo digital através de uma técnica de desenvolvimento cíclico para jogos digitais 2) avaliação de usabilidade e jogabilidade do jogo educacional, no qual participaram 2 crianças no formato remoto devido a restrições relacionadas a COVID-19; e 3) operacionalização de uso do jogo em ambiente escolar, realizado com 14 crianças do 4º ano do Ensino Fundamental I em modalidade de ensino híbrido entre outubro/2021 e dezembro/2021. Como resultado, é demonstrado o processo de validação do jogo digital, com desenvolvimento centrado no usuário final, indicando que o jogo se encontra em bom estado de usabilidade e jogabilidade, bem como pequenos ajustes identificados para sua utilização com um maior número de participantes em ambiente escolar.
- 24 October 2024
- Published by Springer Nature in Education and Information Technologies
- Vol. 30 (6) , 7515-7547
Stimulation of inhibitory control in school children: measuring the effect of a pilot intervention study using a digital game in elementary school
- 24 October 2024
- Published by Springer Nature in Education and Information Technologies
- Vol. 30 (6) , 7515-7547
Stimulation of inhibitory control in school children: measuring the effect of a pilot intervention study using a digital game in elementary school
- 10 March 2023
- Published by Springer Nature
- p. 187-206
Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context
- 10 March 2023
- Published by Springer Nature
- p. 187-206
Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context
- 6 September 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Latin America Transactions
- Vol. 20 (9) , 2123-2130
Model for Automatic Generation of Difficulty Curves in Digital Games
This paper presents a model for the generation of difficulty curves adaptive to the user's context. From studies on Flow theory combined with difficulty curves, element of digital game development process, mathematical models and previous data were used to create an adaptive difficulty curve based on user performance. It was used a research developed digital game as a case study, The Incredible Adventures of Apollo and Rosetta in the Space, which provided previous user data to perform the statistical analysis. Through the applied study, it is proposed the Difficulty Curves Generator Model (DCGM) for the generation of adaptive difficulty curves in digital games. Different approaches were used, and the final results demonstrated via simulation of the DCGM the ability of the generator to predict and adjust the game level for the player to experience, by calculating the relation between difficulty and player performance, aimed and focused in the Flow state.
- 6 September 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Latin America Transactions
- Vol. 20 (9) , 2123-2130
Model for Automatic Generation of Difficulty Curves in Digital Games
This paper presents a model for the generation of difficulty curves adaptive to the user's context. From studies on Flow theory combined with difficulty curves, element of digital game development process, mathematical models and previous data were used to create an adaptive difficulty curve based on user performance. It was used a research developed digital game as a case study, The Incredible Adventures of Apollo and Rosetta in the Space, which provided previous user data to perform the statistical analysis. Through the applied study, it is proposed the Difficulty Curves Generator Model (DCGM) for the generation of adaptive difficulty curves in digital games. Different approaches were used, and the final results demonstrated via simulation of the DCGM the ability of the generator to predict and adjust the game level for the player to experience, by calculating the relation between difficulty and player performance, aimed and focused in the Flow state.
- 18 October 2021
- Published by Sociedade Brasileira de Computação
- p. 1033-1036
Jogos Digitais como Mediadores da Estimulação das Funções Executivas no Contexto Escolar
As Funções Executivas são um grupo de habilidades cognitivas que orientam o comportamento dos indivíduos para realização de objetivos, além de serem relacionadas à regulação e controle dos pensamentos, emoções e inibição de tendências comportamentais. Investigações demonstram que é possível trabalhar especificamente com a estimulação de componentes das Funções Executivas, de modo que indivíduos possam obter ganhos cognitivos, promovendo benefícios em diversas áreas da vida. A estimulação tem maior potencial benéfico quando ocorre na infância e juventude, de maneira especial no ambiente escolar. Os jogos digitais se constituem de um artefato cultural presente na vida de crianças e adolescentes, e cada vez mais utilizados em processos educativos. Portanto, são necessárias investigações baseadas em evidências robustas acerca da estimulação cognitiva através do uso de jogos digitais no contexto escolar, dadas as consequências benéficas do amadurecimento cognitivo saudável na vida adulta. Este artigo apresenta os desafios na área do desenvolvimento e uso jogos digitais voltados à estimulação das Funções Executivas em aplicações com crianças e adolescentes, bem como a avaliação dos resultados de aplicações no contexto escolar.
- 18 October 2021
- Published by Sociedade Brasileira de Computação
- p. 1033-1036
Jogos Digitais como Mediadores da Estimulação das Funções Executivas no Contexto Escolar
As Funções Executivas são um grupo de habilidades cognitivas que orientam o comportamento dos indivíduos para realização de objetivos, além de serem relacionadas à regulação e controle dos pensamentos, emoções e inibição de tendências comportamentais. Investigações demonstram que é possível trabalhar especificamente com a estimulação de componentes das Funções Executivas, de modo que indivíduos possam obter ganhos cognitivos, promovendo benefícios em diversas áreas da vida. A estimulação tem maior potencial benéfico quando ocorre na infância e juventude, de maneira especial no ambiente escolar. Os jogos digitais se constituem de um artefato cultural presente na vida de crianças e adolescentes, e cada vez mais utilizados em processos educativos. Portanto, são necessárias investigações baseadas em evidências robustas acerca da estimulação cognitiva através do uso de jogos digitais no contexto escolar, dadas as consequências benéficas do amadurecimento cognitivo saudável na vida adulta. Este artigo apresenta os desafios na área do desenvolvimento e uso jogos digitais voltados à estimulação das Funções Executivas em aplicações com crianças e adolescentes, bem como a avaliação dos resultados de aplicações no contexto escolar.
- 9 November 2020
- Published by Taylor & Francis in Applied Neuropsychology: Child
- Vol. 11 (3) , 541-552
Inhibitory control stimulation in elementary school children through digital games: A systematic mapping study
The inhibitory control is a component of the executive functions that allows the individual to inhibit inadequate behaviors, resist distractions and select a relevant stimulus when executing activities. In the neuropsychology field, evidences of stimulation and improvement of the inhibitory control through school interventions is sought by using computerized software, such as digital games. These research studies constitute an important investigation area within the executive functions in ecological approaches. This paper presents a systematic mapping study on inhibitory control stimulation in elementary school children with the use of digital games. The investigation encompassed an automated database search with further backward snowballing procedure with the final selection for additional publications as research strategy. The automated search considered six databases: SCOPUS, PubMed, IEEE Explore Digital Library, ACM Library, Springer Link, and Scielo. The initial database search found 641 works published between 2014 and 2019. After the exclusion and inclusion criteria were considered, three publications related to digital games or mobile applications were found and selected for analysis, which focused on inhibitory control or correlated processes stimulation in school-based interventions with elementary school children. Results indicated that investigations within the field are incipient, pointing to an emerging research area.
- 9 November 2020
- Published by Taylor & Francis in Applied Neuropsychology: Child
- Vol. 11 (3) , 541-552
Inhibitory control stimulation in elementary school children through digital games: A systematic mapping study
The inhibitory control is a component of the executive functions that allows the individual to inhibit inadequate behaviors, resist distractions and select a relevant stimulus when executing activities. In the neuropsychology field, evidences of stimulation and improvement of the inhibitory control through school interventions is sought by using computerized software, such as digital games. These research studies constitute an important investigation area within the executive functions in ecological approaches. This paper presents a systematic mapping study on inhibitory control stimulation in elementary school children with the use of digital games. The investigation encompassed an automated database search with further backward snowballing procedure with the final selection for additional publications as research strategy. The automated search considered six databases: SCOPUS, PubMed, IEEE Explore Digital Library, ACM Library, Springer Link, and Scielo. The initial database search found 641 works published between 2014 and 2019. After the exclusion and inclusion criteria were considered, three publications related to digital games or mobile applications were found and selected for analysis, which focused on inhibitory control or correlated processes stimulation in school-based interventions with elementary school children. Results indicated that investigations within the field are incipient, pointing to an emerging research area.
- Open Access
- 22 June 2020
- Published by Universidade Federal de Alagoas in Debates em Educação
- Vol. 12 (27) , 593-614
Conscientização ambiental em construtos digitais de aprendizagem: a experiência do jogo “Guardiões das Águas”
Este trabalho apresenta um jogo multiplataformas (Tablets e Kinect), chamado “Guardiões das Águas. O jogo define-se como um Construto Digital de Aprendizagem (CDA) e tem o objetivo de promover a conscientização acerca do saneamento ambiental. Como metodologia, utilizou-se um modelo cíclico de desenvolvimento de softwares voltado para jogos, composto por cinco etapas: Inspiração, Conceito, Design, Desenvolvimento e Avaliação/Testagem. Após um período de 16 meses, foi oportunizada uma versão inicial do produto. Para validação deste CDA, foram aplicados testes com alunos de escolas públicas, de idades entre 8 e 12 anos. A resposta dos participantes ao CDA foi positiva pois o jogo possibilitou a identificação e reflexão acerca da temática proposta.
- 22 June 2020
- Published by Universidade Federal de Alagoas in Debates em Educação
- Vol. 12 (27) , 593-614
Open AccessConscientização ambiental em construtos digitais de aprendizagem: a experiência do jogo “Guardiões das Águas”
Este trabalho apresenta um jogo multiplataformas (Tablets e Kinect), chamado “Guardiões das Águas. O jogo define-se como um Construto Digital de Aprendizagem (CDA) e tem o objetivo de promover a conscientização acerca do saneamento ambiental. Como metodologia, utilizou-se um modelo cíclico de desenvolvimento de softwares voltado para jogos, composto por cinco etapas: Inspiração, Conceito, Design, Desenvolvimento e Avaliação/Testagem. Após um período de 16 meses, foi oportunizada uma versão inicial do produto. Para validação deste CDA, foram aplicados testes com alunos de escolas públicas, de idades entre 8 e 12 anos. A resposta dos participantes ao CDA foi positiva pois o jogo possibilitou a identificação e reflexão acerca da temática proposta.
- Open Access
- 15 October 2019
- Published by Frontiers Media SA in Frontiers in Psychology
- Vol. 10, 2271
The Planning of Difficulty Curves in an Exergame for Inhibitory Control Stimulation in a School Intervention Program: A Pilot Study
Apollo & Rosetta is an Exergame developed for Inhibitory Control stimulation in Elementary School children. This works’ goal has been to demonstrate the behavior of the difficulty curves planned for seven activities (minigames) ingame, as well as their correspondence with the variables collected during a pilot neuropsychological intervention. Seven students participated in the study and played the minigames 1528 times during the 3-month intervention. Each of the minigames had a difficulty curve computed with the goal of keeping the players in the state of Flow. The curves were designed in cycles which grow throughout levels (Normal Level) to a peak (Peak Level), followed by a rest period (Rest Level). The pilot study encompassed three different analyses: (1) Exploratory performance analysis with Spearman correlation, which indicated a positive and significant general correlation between performance and level difficulty; (2) Success exploratory analysis, which showed that as the stages progressed, the success rate increased, even if the level difficulty also increased; (3) Analysis of the factors which influenced performance, through Mixed Effects Logistic Regression and the Backward method. This analysis demonstrated that the odds ratio for overcoming challenges between Normal levels was 0.71 [0.59;0.86] times lower than Rest Level (p-value = 0.000), whereas in Peak levels it was 0.62 [0.47;0.83] times lower than Rest level values (p-value = 0.001). These data confirm the overall planned behavior of the difficulty curves.
- 15 October 2019
- Published by Frontiers Media SA in Frontiers in Psychology
- Vol. 10, 2271
Open AccessThe Planning of Difficulty Curves in an Exergame for Inhibitory Control Stimulation in a School Intervention Program: A Pilot Study
Apollo & Rosetta is an Exergame developed for Inhibitory Control stimulation in Elementary School children. This works’ goal has been to demonstrate the behavior of the difficulty curves planned for seven activities (minigames) ingame, as well as their correspondence with the variables collected during a pilot neuropsychological intervention. Seven students participated in the study and played the minigames 1528 times during the 3-month intervention. Each of the minigames had a difficulty curve computed with the goal of keeping the players in the state of Flow. The curves were designed in cycles which grow throughout levels (Normal Level) to a peak (Peak Level), followed by a rest period (Rest Level). The pilot study encompassed three different analyses: (1) Exploratory performance analysis with Spearman correlation, which indicated a positive and significant general correlation between performance and level difficulty; (2) Success exploratory analysis, which showed that as the stages progressed, the success rate increased, even if the level difficulty also increased; (3) Analysis of the factors which influenced performance, through Mixed Effects Logistic Regression and the Backward method. This analysis demonstrated that the odds ratio for overcoming challenges between Normal levels was 0.71 [0.59;0.86] times lower than Rest Level (p-value = 0.000), whereas in Peak levels it was 0.62 [0.47;0.83] times lower than Rest level values (p-value = 0.001). These data confirm the overall planned behavior of the difficulty curves.
- Open Access
- 31 May 2019
- Published by International Journal for Innovation Education and Research in International Journal for Innovation Education and Research
- Vol. 7 (5) , 338-354
technique for interrater reliability evaluation of a mobile game aimed for executive functions stimulation
This work presents an interrater reliability evaluation of a mobile game aimed for the executive function’s stimulation, specifically the inhibitory control. The educational Exergame “The Incredible Adventures of Apollo & Rosetta in the Space” was presented in a previous piece of work, which showed the development of the game and its application in a researching intervention with children, in the 6 to 10 age-group, in a school environment. Subsequently, the game had its code reworked for being able to be used across different platforms, hence culminating in the present work. The methodology in this paper consists in a mixed qualitative-quantitative evaluation through questionnaires with four domain professionals experienced in the executive functions field. The statistical measurement used was based on the Kappa coefficient and average percentage among the judges. As the results indicate, there was a substantial agreement (k=0,659; P-value=0,000) between the raters, as well as a high percentage of agreement in general on the mobile game’s capability of Executive Functions stimulation for children.
- 31 May 2019
- Published by International Journal for Innovation Education and Research in International Journal for Innovation Education and Research
- Vol. 7 (5) , 338-354
Open Accesstechnique for interrater reliability evaluation of a mobile game aimed for executive functions stimulation
This work presents an interrater reliability evaluation of a mobile game aimed for the executive function’s stimulation, specifically the inhibitory control. The educational Exergame “The Incredible Adventures of Apollo & Rosetta in the Space” was presented in a previous piece of work, which showed the development of the game and its application in a researching intervention with children, in the 6 to 10 age-group, in a school environment. Subsequently, the game had its code reworked for being able to be used across different platforms, hence culminating in the present work. The methodology in this paper consists in a mixed qualitative-quantitative evaluation through questionnaires with four domain professionals experienced in the executive functions field. The statistical measurement used was based on the Kappa coefficient and average percentage among the judges. As the results indicate, there was a substantial agreement (k=0,659; P-value=0,000) between the raters, as well as a high percentage of agreement in general on the mobile game’s capability of Executive Functions stimulation for children.