Abstract
In an age where the constant evolution of technologies and equipment marks the life of millions of digital natives, who live and operate in a world largely dominated by technology, online games present themselves as a challenge with strong educational potential. This circumstance requires games to be designed so as to be integrated in the educational context. The use of the Game- "Redes e Hardware" in the classroom, with 8th grade students attending a course of education and training, aimed to understand its educational potential and promote ICT skills and knowledge. After data collection and interpretation, we have concluded that the use of this game was a factor that motivated students to learn specific ICT contents, since formal assessment results indicated the benefit of using serious games in school activities.
Original language | Portuguese |
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Title of host publication | Atas da VII Conferência Internacional de TIC na Educação |
Subtitle of host publication | aprender a qualquer hora e em qualquer lugar |
Editors | Maria João Gomes, António José Osório, Altina Ramos, Bento Duarte da Silva, Luís Valente |
Place of Publication | Braga |
Publisher | Universidade do Minho |
Pages | 629-647 |
Number of pages | 19 |
ISBN (Electronic) | 9789899737426 |
Publication status | Published - Jul 2013 |
Event | VII Conferência Internacional de Tecnologias de Informação e Comunicação na Educação: aprender a qualquer hora e em qualquer lugar - Universidade do Minho, Braga, Portugal Duration: 15 Jul 2013 → 16 Jul 2013 |
Conference
Conference | VII Conferência Internacional de Tecnologias de Informação e Comunicação na Educação |
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Country/Territory | Portugal |
City | Braga |
Period | 15/07/13 → 16/07/13 |
Keywords
- Serious games
- Learning
- Knowledge
- Informatics