MULTIMODAL DIGITAL GAMES AND RPG: Environmental awareness experiencies using game-based educational resources
DOI:
https://doi.org/10.20873/uft.2447-4266.2018v4n4p201Keywords:
Digital games, multimodality, Role-playing games, pedagogical practicesAbstract
This work presents the experiencies using a multimodal digital game and a Role-playing game's application in a thematic envolving students in the sustainable use of water and water resources. The project involved students from the final years from the public Elementary school, and students from the private High School, both in the Vale do Rio dos Sinos region. The results show that learning from the applied pedagogical practice involving interactions in the multimodal digital game, improved students' understanding of their own environmental awareness and stimulating collaboration.
Downloads
References
BARBOSA, D. N. F.; Bassani, P. B. S.; Martins, R. L.; Mossmann, J. B.; Barbosa, J. L. V. (2016) Using Mobile Learning in Formal and Non-formal Educational Settings. In: Zaphiris, Panayiotis; Ioannou, Andri. (Org.). Lecture Notes in Computer Science. 1ed.Switzerland: Springer International Publishing, 2016, v. 9753, p. 269-280.
BARDIN, L. Análise de conteúdo. Lisboa: Edições 70, 1977. BLAIR, Clancy.; RAZZA, Rachel P.; Relating effortful control, executive function, and false-belief understanding to emerging math and literacy ability in kindergarten. Child Development, 78(7), 647–663. 2007.
DIAMOND, Adele. Activities and Programs That Improve Children's Executive Functions. Current Directions in Psychological Science, 21(5), 335- 341.2012.
LIEBERMAN, Debra A. What can we learn from playing interactive games. Playing video games: Motives, responses, and consequences, p. 379-397, 2006.
MATTAR, João. Games em educação: como os nativos digitais aprendem. São Paulo: Pearson, 2010.
PRENSKY, Mark. Aprendizagem baseada em jogos digitais. Editora Senac São Paulo, São Paulo, 2012.
PRENSKY, Mark. Digital Natives Digital Immigrants. In: On the Horizon. NCB University Press, vol. 9, n. 5, 2001. Disponível em http://www.marcprensky.com/writing/. Acesso em: 15 de jun., 2017.
SACCOL, Amarolinda I. C. Z.; SCHELEMER, Eliane; BARBOSA, Jorge L. V. Mlearning e u-learning: Novas Perspectivas da Aprendizagem Móvel e Ubíqua. 1. ed. São Paulo: Pearson Prentice Hall, 2010.
SANTAELLA, LUCIA. Comunicação Ubíqua: repercussões na cultura e na educação. Editora Paulus, 2013.
ZICHERMANN, Gabe; CUNNINGHAM, Christopher. Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps, 2011.
Downloads
Published
How to Cite
Issue
Section
License
[PT] Autores que publicam nesta revista concordam com os seguintes termos:
1. Autores mantém os direitos autorais e concedem à revista, sem pagamento, o direito de primeira publicação, com o trabalho simultaneamente licenciado sob a Creative Commons Attribution License (CC BY-NC 4.0), permitindo o compartilhamento do trabalho com reconhecimento da autoria do trabalho e publicação inicial nesta revista.
Leia todos os termos dos direitos autorais aqui.