Anais Do Workshop Sobre Educação Em Computação (WEI 2015) 2015
DOI: 10.5753/wei.2015.10219
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Serious Games to Computer Networks Learning With CyberCIEGE: A Case Study in Brazilian Higher Education

Abstract: Serious games are becoming emerging tools of educational support in the digital age. In this sense, the objective of this study is to evaluate the game about Computer Networks Security CyberCIEGE, in a higher education environment, to identify strengths and weaknesses in its use as a pedagogical tool. It was applied evaluations of the different game aspects. The research showed positive results that can assist in developing strategies for future serious games’ use in the educational field.

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Cited by 5 publications
(4 citation statements)
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“…The use of video games as a learning medium in the field of computer science is starting to be widely used (Krassmann, Falcane, Da Silva, & Medina, 2020). The use of video games as a learning medium is intended to help students understand materials in the computer field which tend to be complex (Zapušek & Rugelj, 2013).…”
Section: Discussionmentioning
confidence: 99%
“…The use of video games as a learning medium in the field of computer science is starting to be widely used (Krassmann, Falcane, Da Silva, & Medina, 2020). The use of video games as a learning medium is intended to help students understand materials in the computer field which tend to be complex (Zapušek & Rugelj, 2013).…”
Section: Discussionmentioning
confidence: 99%
“…Game edukasi merupakan jenis video games yang didesain untuk kegiatan pembelajaran dengan tetap menawarkan sisi permainan (Prensky, 2012). Penggunaan game edukasi sejatinya telah banyak digunakan sebagai media dan sumber belajar (Krassmann et al, 2020), dan beberapa penelitian menunjukkan bahwa game edukasi mampu untuk menarik menumbuhkan motivasi belajar siswa dan minat belajar siswa serta mempromosikan kemampuan belajar secara mandiri (Alamri, 2016;Nugraha et al, 2018). Penelitian lain juga menunjukkan dampak positif dari penggunaan game edukasi seperti membantu meningkatkan kemampuan kognitif, mempertahankan pengetahuan, menerapkan keterampilan, dan membentuk sikap positif dalam belajar (Chen et al, 2016;Nurpratiwiningsih & Setiyoko, 2018;Zirawaga et al, 2017).…”
Section: Pendahuluanunclassified
“…para os que não apresentaram o resultado para a característica. Conservamos nesta pesquisa os trabalhos [11] e [20], apesar de utilizarem a mesma ferramenta, CyberCIEGE, as abordagens na sala de aula foram diferentes. Nesta tabela, também anotamos os objetivos da aprendizagem, referindo-se ao conteúdo da disciplina que o jogo se propõe a auxiliar.…”
Section: Metodologiaunclassified