2021
DOI: 10.5380/ce.v26i0.71478
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Protagonismo De Adolescentes Na Criação De Um Storyboard Para Um Jogo Digital Sobre Hanseníase

Abstract: Objetivo: descrever o protagonismo de adolescentes escolares na elaboração de um storyboard para um jogo digital educacional sobre hanseníase.Método: estudo qualitativo do tipo pesquisa-ação. Realizado em uma escola pública em Pernambuco (Brasil) em 2019. Ocorreram oito oficinas pedagógicas com escolares, para conhecimento e construção do jogo digital educacional, utilizando o software Scratch versão 2.0. O processo de produção seguiu o modelo de desenvolvimento de material educativo digital, criado por Falkem… Show more

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“…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.…”
Section: Discussionmentioning
confidence: 99%
“…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.…”
Section: Discussionmentioning
confidence: 99%