Albuquerque, Thaise Maria da Costa SantosDantas, Lenyedja FariasRodrigues, Samir PessôaSanta Rosa, José Guilherme da SilvaSilva, Bruno Santana daTeixeira, Yanna Beatriz de Medeiros2025-02-122025-02-122024ALBUQUERQUE, Thaise Maria da Costa Santos; et al. Estudo sobre a usabilidade técnica e pedagógica no jogo "Aprender a Ler - Domlexia" no processo de alfabetização de crianças que apresentam risco para dislexia. Anais do 10° ETD – Congresso Internacional Ergotrip Design: Design, Ergonomia e Interação Humano Computador. João Pessoa: Universidade de Aveiro, 2024. p. 566-581. Disponível em: file:///C:/Users/rita.araujo/Downloads/ETD%202024%20ARTIGOS%20COMPLETOS_FINAL.pdf. Acesso em: 12 fev. 2025.https://repositorio.ufrn.br/handle/123456789/62669When addressing the issue of Pedagogical Usability in educational games, this study aims to evaluate the game “Learning to Read - Domlexia” as a pedagogical resource to help children at risk for dyslexia. The research corpus addressed concepts of Design, Usability, Heuristics and User Experience, highlighting the relationships between Technical and Pedagogical Usability. As a qualitative research, it consisted of an exploratory study, carried out by a team of six evaluators specialized in usability, through an adapted methodological procedure based on two theoretical approaches: Nielsen's Heuristics (1994) and Pedagogical Usability guidelines, according to Nokelainen (2006), with the objective of evaluating usability to ensure that the game meets the educational needs of its target audienceAttribution-NonCommercial-NoDerivs 3.0 Brazilhttp://creativecommons.org/licenses/by-nc-nd/3.0/br/Usabilidade PedagógicaHeurísticasDislexiaTecnologias EducacionaisDesignPedagogical UsabilityHeuristicsDyslexiaEducational TechnologiesDesignEstudo sobre a usabilidade técnica e pedagógica no jogo "Aprender a Ler - Domlexia" no processo de alfabetização de crianças que apresentam risco para dislexiaconferenceObject