A utilização do jogo da glória virtual: um estudo com professores e alunos de cursos de educação e formação

Sónia Cruz, Sandra Leite

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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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 languagePortuguese
Title of host publicationAtas da VII Conferência Internacional de TIC na Educação
Subtitle of host publicationaprender a qualquer hora e em qualquer lugar
EditorsMaria João Gomes, António José Osório, Altina Ramos, Bento Duarte da Silva, Luís Valente
Place of PublicationBraga
PublisherUniversidade do Minho
Pages629-647
Number of pages19
ISBN (Electronic)9789899737426
Publication statusPublished - Jul 2013
EventVII 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 201316 Jul 2013

Conference

ConferenceVII Conferência Internacional de Tecnologias de Informação e Comunicação na Educação
Country/TerritoryPortugal
CityBraga
Period15/07/1316/07/13

Keywords

  • Serious games
  • Learning
  • Knowledge
  • Informatics

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