Jogos digitais como estratégia de ensino e aprendizagem da cultura e das artes

Translated title of the contribution: Digital games as a teaching and learning strategy in history of culture and arts

Luísa Orvalho*, Rui Miguel Brandão

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

11 Downloads

Abstract

This study was implemented at the Academy of Music of Arouca, in the academic year 2020/2021, and aimed to understand the impact of the use of digital games as a teaching and learning strategy in the subject of History of Culture and Arts – Music. Participated in this study 22 students from the Secondary Music Course, from the 6th, 7th and 8th grades, in a supplementary regime, aged between 15 and 18. An Action Research strategy was followed, essentially qualitative in nature, centered on an empirical study, to assess the effectiveness of two alternative modes of pedagogical work, corresponding to two groups of students, a control group and an experimental group, that benefited from the use of the Wall of Fame digital platform as an auxiliary study tool. The techniques and instruments used to collect and produce data were: questionnaire surveys, focus group, semi-structured interviews conducted with the subject's teacher, documental research on the students' quarterly assessment records, direct and participant observation, observation grids and grades and field observations in the investigator's logbook. For the interpretation and analysis of all quantitative and qualitative records of this research, statistical and content analysis techniques were used. The results obtained show that digital tools can play an important role in the context of the classroom and in autonomous study, contributing to a more active and committed posture of students and to improving their performance in assessment moments.
Translated title of the contributionDigital games as a teaching and learning strategy in history of culture and arts
Original languagePortuguese
Title of host publicationAtas do XVI Congresso Internacional Galego-Português de Psicopedagogia
EditorsBento D. Silva, Leandro S. Almeida, Alfonso Barca, Manuel Peralbo, Regina Alves
PublisherUniversidade do Minho
Pages550-561
Number of pages12
ISBN (Electronic)9789898525727
Publication statusPublished - 1 Nov 2021
EventXVI Congresso Internacional Galego-Português de Psicopedagogia - Universidade do Minho, Braga, Portugal
Duration: 1 Sept 20213 Sept 2021
https://congreso-xvigp.asocip.com/index.php/pt/

Conference

ConferenceXVI Congresso Internacional Galego-Português de Psicopedagogia
Country/TerritoryPortugal
CityBraga
Period1/09/213/09/21
Internet address

Keywords

  • History of culture and arts
  • Digital tools and games
  • Specialized artistic music courses
  • Wall of fame digital platform
  • Essential learnings

Fingerprint

Dive into the research topics of 'Digital games as a teaching and learning strategy in history of culture and arts'. Together they form a unique fingerprint.

Cite this