Games may contribute with the learning processes in different knowledge areas. This article describes the development and use of a board game that addresses history of art content, in a quasi-experimental study with students of the 1st year of secondary education in two public schools. The students' performance was evaluated before and after the intervention, as well as their motivation after using the game. Observational data were collected, as well as photographs, audio recordings and interviews with the participating teachers. In the writing tests, the students who used the game had a performance equivalent to those of the control group, showing a satisfactory motivation level and adequate level of acceptance of the game. The article discusses these results, bringing to the debate not only the use of games in educational contexts, but also the way in which these games are introduced in the classroom. Although the board game developed in this research focuses on specific contents about art in the city of Porto Alegre, Brazil, the game model may be customized by teachers and students and be adapted to address other contents.
This work approaches the tecnology applied to education from a dictation digital game. On this context, this work's goal is to assist the learning of writing and ortografy of elementary school students, approaching the benefit that the traditional dictation activity brings when inserted on the tecnological context. In this way, the article describes the development of the game, as well as its application and evaluation. As a result, the improvement of the writing besides the motivation, engagement and interest of the student by the dictation activity stands out.Resumo. O presente trabalho aborda a tecnologia aplicada à educação a partir de um jogo digital de ditado. Nesse contexto, o objetivo deste trabalho é auxiliar a aprendizagem da escrita e da ortografia de crianças do Ensino Fundamental I, abordando o benefício que a atividade tradicional do ditado traz ao ser inserida no contexto tecnológico. Dessa forma, o artigo descreve o desenvolvimento do jogo, bem como sua aplicação e sua avaliação. Como resultados, destaca-se o aprimoramento da escrita além da motivação, do engajamento e do interesse do aluno pela atividade do ditado.
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