969 resultados para Educational games


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Pós-graduação em Educação - FCT

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BAIUKA é um jogo educativo voltado para despertar a consciência ecológica baseado em lendas amazônicas. Este trabalho teve como objetivo central construir um jogo educativo infantil baseado nas Inteligências Múltiplas, voltado para a cultura amazônica, gerando automaticamente avaliações sobre o comportamento do jogador, a partir de agentes autônomos, auxiliando o professor em sala de aula. Teve como objetivos específicos oferecer um instrumento de motivação da aprendizagem a partir do uso de jogos educativos na web, além de desenvolver um modelo para avaliar jogos educacionais. A caminhada metodológica teve como principal base de análise a metodologia qualitativa e envolveu, além de pesquisas documentais e bibliográficas, a pesquisa de campo na Escola Ipiranga, com aplicação de um checklist a professores devidamente selecionados, assim como especialistas que, de alguma forma, atuam nessa realidade. Os resultados da pesquisa indicam a boa aceitação por parte dos professores de proporcionar momentos de atividade lúdica para as crianças. Infelizmente, também constatamos a dificuldade em se criar um jogo educacional que seja interessante ao jovem, aliando metodologias pedagógicas ao poder dos jogos computacionais. Porém, não obstante essa triste constatação, a pesquisa aponta com esperança que os jogos computadorizados possam ser considerados o estado da arte para o desenvolvimento de ambientes de aprendizagem motivadores. A produção desta nova geração de jogos didáticos requer times interdisciplinares, criativos e capazes de trabalharem cooperativamente.

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Nowadays the accelerated development arising from globalization and the interrelation of the nations, the great increase in communication between different countries and the necessity for knowledge in different linguistic structures, the interest in learning a foreign language is crescent, and thinking about it, this work has the scope to verify how young and adult learners of a foreign language, in this case English, behave, that is, how best to develop the four language skills of the language: listening, writing, speaking, and reading and how the use of recreational and educational games can help this dichotomy between teaching-learning. The present research, theoretical and analytical basis, aims to make a study on how fun games can influence the teaching and learning of English in an audience of young and adult people and that includes a study of how human history has evolved, more precisely, as history of education was influenced by the playful and how the human mind also becomes over time. Nowadays, the playful is a tool that has been widely used pedagogically in teaching foreign languages and every day opens new manners and ways of teaching languages, always with its array of spaced more possibilities. Under this assumption, the focus of this research is discover how the use of recreational and educational games may influence grammar greater understanding and language development of young and adults students in learning English, and also what better way to introduce these games, that is, a contextualized content being discussed each time during the school way, so that the games may be, of course, used for relaxation of the students, but also (and especially) for their intellectual growth and language development

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The technological advances of recent decades combined with digital inc1usion in Brazil sparked the country's population to the constant use of computers to perform tasks in many different natures. Whether it's for communication, entertainment, work or school, computers are tools with increasing numbers in Brazilian homes. Along with this evolution the Brazilian Physics teaching should be aware of the use of teaching tools that relate directly to the computer to student learning. Highlighting in this work we have scanned the contents of the Wikipedia community, a wide variety of educational videos placed on YouTube, educational games that try to teach the player in a fun way and a variety educational softwares placed on the World Wide Web. It is with special attention to educational softwares as tools for teaching physics, which describe some strategies for use of these software, combined with the textbooks, to illustrate some ways to introduce the use of educational softwares directly in the classroom

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The use of computers in childhood education makes it possible for them to acquire knowledge in a fun way through games. This paper describes the experience of implementing the course “Computers for Children”, which is part of a University Extension Program at the School of Dentistry at UNESP - Araraquara. This course is offered to children aged 5-7 years old and it aims, not only, to offer children, via computer, a direct contact with new teaching technologies, but also, to help them develop both their motor and logical thinking abilities through educational games. The children that participated in this course are from the Children’s Center “Casinha de Abelha” at the UNESP -Araraquara and also from the Municipal Recreation and Educational Centers also in Araraquara, SP, Brazil. The software resources used in this course to teach computer skills are the educational games “Coelho Sabido Maternal”, “A Estrela Cintilante” and “Festa dos Dentinhos”. The children’s learning and the level of difficulty in using the computer as a tool were evaluated. It was possible to conclude that the course has been contributing to the digital inclusion of children aged 5-7 years old, in addition to training their visual and audio perception, their motor coordination and memorization, hence developing skills that are essential to the children’s literacy process.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Educational games are responsible for part of the information assimilated by the child, because these games respect the individual learning time, enabling experimentation and, consequently, being an accessory to retain the acquired knowledge spontaneously. However, the analogy between stimulus and reception/result is not always the expected. On the one hand, there are the pedagogues, bearing the knowledge necessary to the children’s development. On the other hand, are the children, who cannot completely assimilate the concept, commonly because of lack of planning on the product. After all, the children become not interested in the game, without developing the expected cognitive abilities planned for the product. Whereas the importance of the games on children’s development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Design’s knowledge and skills. Specifically, the research intends to investigate games targeted to stimulate geometric concepts, and so, to describe parameters that must be observed during the product planning.

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This work's aim was to verify the contributions of educational games usage as a teaching resource in alphabetization and literacy process during elementary school initial years. For this, there was a bibliographical survey on the topic, identifying Brazilian publishing on articles, dissertations and theses over the last ten years and what were the possibilities to use this feature of offering a more meaningful and playful learning to students, ensuring their learning processes. The results indicate that, although there are several themes that address the game and learning, there is little published concerning game and literacy. Overall, it is possible to affirm that games are features that enable the learning of reading and writing in early literacy process. Therefore, it is reiterated that games constitute resources that enable learning in the early literacy process and constitutes in a different activity, which mobilizes the child in a playful dimension to learning

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O presente artigo pretende ressaltar o potencial dos jogos digitais como instrumento de assimilação do conhecimento em arquitetura patrimonial, através da pesquisa Patrimônio arquitetônico, design e educação: desenvolvimento de Sistemas Interativos Lúdicos (jogos educativos em meio digital). Nesta pesquisa foram desenvolvidos jogos digitais a partir do levantamento das características arquitetônicas dos edifícios de relevância histórica e cultural da cidade de São Carlos. Através da interação e exploração da interface digital pelo usuário, a apropriação do conhecimento ocorre de uma forma lúdica e criativa. Por meio da manipulação desses jogos, os alunos, cidadãos e visitantes podem aproximar-se da educação patrimonial adquirindo consciência histórica e aprendendo a valorizar as origens da cidade e a arquitetura do município. Ressalta-se a importância das metodologias que permitem viabilizar o desenvolvimento dos jogos eletrônicos (desenho e linguagem de programação) e que se apresentam como importantes ferramentas de representação da arquitetura. Por fim, destaca-se a importância da educação patrimonial para a formação do cidadão e preservação do patrimônio cultural.

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The educational games can act as a complementary tool in the teaching and learning as play an important role in the interaction of the student with knowledge, and encourage interrelationship between students and motivate them by the pursuit of knowledge. This research is intended to analyze the evidence of the students of distance education applied to semesters 2011.2 and 2012.2 for the purpose of to catalog the mistakes presented by the students, the contents of stereochemistry that attended the Chemistry of Life discipline. From the presented mistekes, develop an educational game, "walking the stereochemistry", addressing that content. The choice of stereochemistry content was due to the low number of found work in the literature, and for being one of organic chemistry content that generates learning difficulties, as it requires a mental visualization and manipulation of molecular structures, besides require observation and comparison ability by the students. The game was applied of Life Chemistry discipline of Nova Cruz Polo in semester 2013.2, with intention to verify the viability and applicability this tool for the development of motivation ability by the pursuit of knowledge by the students, as well as complement the didactical materials of the DE. Then, It was made available on the course page an opinion questionnaire to the participants of the game, as a way of to investigate the opinion their about the proposed strategy. To diagnose the contributions of the game on student learning, it was taken a comparative analysis of stereochemistry issues contained in didactic tests applied in 2013.2 semester students participating and not participating of the polo of Nova Cruz and was also compared with the tests applied at the poles of Extremoz, Currais Novos, Lajes and Caico. So the game can be considered an important resource to complement the teaching materials of distance education, because awoke the motivation for the search of knowledge and contributes to the learning of stereochemistry content.

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This was a peer-reviewed event that took place at the DiGRA-FDG conference in August 2016. While it has a paper component (the attached proposal), the output was a demonstration of games rather than a conference paper. As such, this entry should be considered an Event or Exhibition.

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Acompanha: Gamificação como prática pedagógica docente no processo ensino e aprendizagem na temática da inclusão social

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El presente estudio corresponde a una investigación cuantitativa realizada en la ciudad de Cuenca, Ecuador, cuyo objetivo fue determinar las prácticas parentales en la función de socialización de la familia. Se trabajó con una muestra de 445 padres con hijos en segundo año de educación básica, a quienes se aplicó el cuestionario “Estudio socioeducativo de hábitos y tendencias de comportamiento en familias de niños de segundo año de educación básica” (Torio, 2001). Luego del procesamiento de la información se encontró que: a) El cuidado de los hijos y administración de recursos para el hogar son actividades que los padres realizan de manera conjunta; las actividades escolares y preparación de alimentos recae generalmente en las madres; b) la participación de los padres en los juegos es diferente según el tipo de juego: los padres tienden a involucrarse en juegos que demandan actividad física y las madres en juegos didácticos; c) la verdad, la solidaridad y la responsabilidad son los valores que los padres/madres mencionan transmitir y los que consideran de mayor importancia; d) los besos, abrazos y caricias son estrategias que los padres/madres utilizan para premiar a sus hijos, en tanto que la prohibición de cosas lo utilizan como castigo, en consecuencia los padres/madres cuencanos son más expresivos que instrumentales.

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Trabalho de Projeto apresentado à Escola Superior de Educação do Instituto Politécnico de Castelo Branco para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Educação Especial – Domínio Cognitivo e Motor.

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The study was developed as a teacher-research project during initial teacher education – Masters Degree of Early Childhood and Primary Education, in Portugal. It analysed the interactions between children of 3 to 6 years old, during the use of the computer as a free choice activity, confronting situations between peers of the same age and situations between peers of different ages. The focus of the analysis was the collaborative interactions. This was a qualitative study. Children could choose the computer, amongst other interest areas, and work for around an hour in pairs. In the computer, children used mainly educational games. During four weeks, the interactions between the pairs were audio recorded. Field notes and informal interviews to the children were also used to collect data. Eleven children were involved in the study with ages ranging from 3 to 6 years old. Baseline data on children’s basic computer proficiency was collected using the Individualized Computer Proficiency Checklist (ICPC) by Hyun. The recorded interactions were analysed using the types of talk offered by Scrimshaw and Perkins and Wegerif and Scrimshaw: cumulative talk, exploratory talk, disputational talk, and tutorial talk. This framework was already used in a study in an early childhood education context in Portugal by Amante. The results reveal differences in computer use and characterize the observed interactions. Seven different pairs of children's interactions were analysed. More than a third of the interactions were cumulative talk, followed by exploratory talk, tutorial talk and disputational talk. Comparing same and mixed age pairs, we observed that cumulative talk is the more present interaction, but in same age pairs this is followed by exploratory talk whereas in the mixed age pairs it is tutorial talk that has the second largest percentage. The pairs formed by the children were very asymmetrical in terms of age and computer proficiency. This lead to the more tutorial interactions, where one children showed the other or directed him/her on how to play. The results show that collaboration is present during the use of a computer area in early childhood education. The free choice of the children means the adults can only suggest pairing suited to specific interactions between the children. Another way to support children in more exploratory talk interactions could be by discussing the way the older children can help the younger ones beyond directing or correcting their work.