Abstract:Este estudo teve como objetivo fazer uma revisão sistemática da literatura de estudos empíricos que avaliaram o efeito de jogos educativos na aprendizagem de assuntos acadêmicos, comparando os efeitos de estudos com diferentes delineamentos de pesquisa. Na revisão, foram incluídos artigos empíricos e relatos de casos publicados em inglês ou português, de janeiro de 2006 a setembro de 2019, que mencionavam ou continham palavras-chave definidas previamente que avaliavam os jogos como método de intervençã… Show more
“…Pinheiro and Pinheiro (2021), Borges (2019), Silva, Oliveira and Silva (2020) state that in school environments the use of games in a contextualized manner can represent an extraordinary instrument in working with different contents, helping educators as a method of intervention for the teaching of formal educational content. Tsutsumi et al (2020), in a systematic literature review of empirical studies that evaluated the effect of educational games on learning academic subjects, demonstrated that games had the effect of increasing the academic performance of students. For Santos et al (2021), educational games instigate the student's attitude of protagonism, guaranteeing them a more meaningful learning.…”
The elaboration of educational products/processes as a result of the dissertation of a Post-Graduation Program (professional modality) is primordial for the improvement of Brazilian education, bringing academic knowledge closer to the needs of society. Therefore, the present research investigates how the knowledge generated by a professional Post-Graduate Program (PGP) in the Teaching Area of a public University in Pará has been disseminated, identifying which regions of Brazil and the world are interested in these educational products/processes. For this, a documentary research was conducted with the analysis of these educational products/processes produced in the quadrennium 2017/2020, made available on the PGP website and on the eduCAPES Platform. Data collected: the type of educational product/process; number of downloads, viewing ranking by country and city (further arranged in geographic regions). It was found that the analyzed production was visualized in the European, American and Asian continents; and in the countries Brazil, United States and Ukraine; in Brazil the largest number of accesses is from the Southeast region. The most viewed products were educational games. In this context, the dissemination of academic production is vital to meet the demands of society and of teachers/researchers, helping in the solution of everyday problems and professional practice. So, making the products/processes accessible by making them available not only in open access platforms but also in other social media. Present the products in other languages for greater global reach.
“…Pinheiro and Pinheiro (2021), Borges (2019), Silva, Oliveira and Silva (2020) state that in school environments the use of games in a contextualized manner can represent an extraordinary instrument in working with different contents, helping educators as a method of intervention for the teaching of formal educational content. Tsutsumi et al (2020), in a systematic literature review of empirical studies that evaluated the effect of educational games on learning academic subjects, demonstrated that games had the effect of increasing the academic performance of students. For Santos et al (2021), educational games instigate the student's attitude of protagonism, guaranteeing them a more meaningful learning.…”
The elaboration of educational products/processes as a result of the dissertation of a Post-Graduation Program (professional modality) is primordial for the improvement of Brazilian education, bringing academic knowledge closer to the needs of society. Therefore, the present research investigates how the knowledge generated by a professional Post-Graduate Program (PGP) in the Teaching Area of a public University in Pará has been disseminated, identifying which regions of Brazil and the world are interested in these educational products/processes. For this, a documentary research was conducted with the analysis of these educational products/processes produced in the quadrennium 2017/2020, made available on the PGP website and on the eduCAPES Platform. Data collected: the type of educational product/process; number of downloads, viewing ranking by country and city (further arranged in geographic regions). It was found that the analyzed production was visualized in the European, American and Asian continents; and in the countries Brazil, United States and Ukraine; in Brazil the largest number of accesses is from the Southeast region. The most viewed products were educational games. In this context, the dissemination of academic production is vital to meet the demands of society and of teachers/researchers, helping in the solution of everyday problems and professional practice. So, making the products/processes accessible by making them available not only in open access platforms but also in other social media. Present the products in other languages for greater global reach.
“…Abdul Jabbar e Felicia [2015] concluem que GBL "ajuda os estudantes a desenvolver habilidades [skills] e conhecimento e fortalece sua habilidade de tratar as experiências de aprendizado fornecida pelos jogos". Já Tsutsumi et al [2020] encontram 24 estudos que mostram que os "os jogos tiveram o efeito de aumentar o desempenho acadêmico de alunos". Mais recentemente, S. B.…”
This tutorial presents a general introduction to games and game design for educational purposes, followed by step-by-step execution of a conceptual design, with theoretical foundation, using ENDO-GDC, a canvas for the Design of Endogenous Educational Games, where content and rules are integrated.
ResumoEste tutorial apresenta uma introdução geral a jogos e projetos de jogos com fins educacionais, seguida do detalhamento passo a passo, com fundamentação teórica, do ENDO-GDC, um canvas destinado ao Design de Jogos Educacionais Endógenos, onde conteúdo e regras são integrados.
“…Já Silva e Moraes (2011) destacam que os jogos de regras podem ser adaptados ou mesmo elaborados para um fim específico nas instituições escolares. Segundo as autoras deve-se usar esse mecanismo para a promoção de um conceito ou habilidade do currículo escolar.4.realizar uma revisão sistemática da literatura sobre o uso de jogos para ensino de conteúdos acadêmicos,Tsutsumi et al (2020) identificaram que a maior parte dos estudos, publicados de forma gratuita, aponta que a matemática é a disciplina mais usada na elaboração de jogos. No entanto,…”
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