Spelling suggestions: "subject:"digital educational games"" "subject:"figital educational games""
1 |
Exercício de cidadania na Escola Pública Moçambicana apoiado por um jogo digital educacional : Projeto CivitasZavala, Armando João January 2018 (has links)
O ensino - aprendizagem mediados por jogos digitais educacionais, quando integrados ao currículo de educação formal podem, além do desenvolvimento atencional-cognitivo, potencializar a construção de conhecimentos nas suas diversas nuances, bem como promover a capacidade imaginativa, estimulando o exercício da cidadania. Partindo desta propositura, esta tese estuda a possibilidade concreta de inserir um jogo digital educacional de construção de cidades em uma disciplina de TIC na escola pública, apoiado pela metodologia ativa do Projeto Civitas, e voltado para o exercício da cidadania. Assim, o estudo questiona sobre que efeitos o jogo Città, integrado na proposta metodológica do Civitas pode produzir na formação de alunos para o exercício da cidadania. A tese surge do questionamento do autor às práticas docentes no contexto de sala de aula no ensino secundário em Moçambique, instigada pela imersão do mesmo nas dinâmicas e vivências do grupo de pesquisa do Laboratório de Estudos em Linguagem, Interação e Cognição (LELIC/UFRGS), desde 2014, através da cooperação internacional do Projeto Civitas Brasil-Moçambique. Metodologicamente, adotamos uma abordagem dialógica, na perspectiva Bakhtiniana das pesquisas em ciências humanas Os enunciados advindos do diário de campo, software Multipoint Server 2011 e facebook, foram apreciados de acordo com o quadro referencial mencionado, o que nos permitiu trabalhar a sua arquitetônica dialógica na perspectiva ato responsável. Os resultados da pesquisa dão pistas de que experimentações envolvendo jogos digitais educacionais de construção, apoiados por essa metodologia ativa do Civitas, possibilitam explorar problemáticas de cidades na perspectiva ético-estético-política, potencializando um viés interdisciplinar. As aprendizagens decorrentes possibilitam a formação de valores como cooperação, solidariedade, reciprocidade, capacidade expressiva, crítica, de escuta e de responsabilidade para além da construção de conhecimentos. / Teaching and learning mediated by digital educational games, when integrated into the formal education curriculum can, in addition to attentional - cognitive development, potentialize the construction of knowledge in its various nuances, as well as promote the imaginative capacity, stimulating the exercise of citizenship. Starting from this proposition, this thesis studies the concrete possibility of inserting a digital educational game of city construction in an ICT discipline in the public school, supported by the active methodology of the Civitas Project, and focused on the exercise of citizenship. Thus, the study questions what effects the game Città, integrated in the methodological proposal of the Civitas can produce in the formation of students for the exercise of citizenship. The thesis arises from the author's questioning of teaching practices in the context of a secondary school classroom in Mozambique, instigated by the immersion of the same in the dynamics and experiences of the research group of the Laboratory of Studies in Language, Interaction and Cognition (LELIC / UFRGS) , since 2014, through the international cooperation of Projeto Civitas Brasil- Moçambique. Methodologically, we adopt a dialogical approach, in Bakhtin's perspective of research in human sciences The statements from the field diary, software Multipoint Server 2011 and facebook, were appreciated according to the aforementioned frame of reference, which allowed us to work with its dialogic architecture in the perspective of responsible action. The results of the research give clues that experiments involving digital educational games, supported by this active methodology of the Civitas, make it possible to explore urban problems from the ethical-aesthetic-political perspective, enhancing an interdisciplinary bias. The resulting learning enables the formation of values such as cooperation, solidarity, reciprocity, expressive capacity, critical, listening and responsibility in addition to building knowledge.
|
2 |
Exercício de cidadania na Escola Pública Moçambicana apoiado por um jogo digital educacional : Projeto CivitasZavala, Armando João January 2018 (has links)
O ensino - aprendizagem mediados por jogos digitais educacionais, quando integrados ao currículo de educação formal podem, além do desenvolvimento atencional-cognitivo, potencializar a construção de conhecimentos nas suas diversas nuances, bem como promover a capacidade imaginativa, estimulando o exercício da cidadania. Partindo desta propositura, esta tese estuda a possibilidade concreta de inserir um jogo digital educacional de construção de cidades em uma disciplina de TIC na escola pública, apoiado pela metodologia ativa do Projeto Civitas, e voltado para o exercício da cidadania. Assim, o estudo questiona sobre que efeitos o jogo Città, integrado na proposta metodológica do Civitas pode produzir na formação de alunos para o exercício da cidadania. A tese surge do questionamento do autor às práticas docentes no contexto de sala de aula no ensino secundário em Moçambique, instigada pela imersão do mesmo nas dinâmicas e vivências do grupo de pesquisa do Laboratório de Estudos em Linguagem, Interação e Cognição (LELIC/UFRGS), desde 2014, através da cooperação internacional do Projeto Civitas Brasil-Moçambique. Metodologicamente, adotamos uma abordagem dialógica, na perspectiva Bakhtiniana das pesquisas em ciências humanas Os enunciados advindos do diário de campo, software Multipoint Server 2011 e facebook, foram apreciados de acordo com o quadro referencial mencionado, o que nos permitiu trabalhar a sua arquitetônica dialógica na perspectiva ato responsável. Os resultados da pesquisa dão pistas de que experimentações envolvendo jogos digitais educacionais de construção, apoiados por essa metodologia ativa do Civitas, possibilitam explorar problemáticas de cidades na perspectiva ético-estético-política, potencializando um viés interdisciplinar. As aprendizagens decorrentes possibilitam a formação de valores como cooperação, solidariedade, reciprocidade, capacidade expressiva, crítica, de escuta e de responsabilidade para além da construção de conhecimentos. / Teaching and learning mediated by digital educational games, when integrated into the formal education curriculum can, in addition to attentional - cognitive development, potentialize the construction of knowledge in its various nuances, as well as promote the imaginative capacity, stimulating the exercise of citizenship. Starting from this proposition, this thesis studies the concrete possibility of inserting a digital educational game of city construction in an ICT discipline in the public school, supported by the active methodology of the Civitas Project, and focused on the exercise of citizenship. Thus, the study questions what effects the game Città, integrated in the methodological proposal of the Civitas can produce in the formation of students for the exercise of citizenship. The thesis arises from the author's questioning of teaching practices in the context of a secondary school classroom in Mozambique, instigated by the immersion of the same in the dynamics and experiences of the research group of the Laboratory of Studies in Language, Interaction and Cognition (LELIC / UFRGS) , since 2014, through the international cooperation of Projeto Civitas Brasil- Moçambique. Methodologically, we adopt a dialogical approach, in Bakhtin's perspective of research in human sciences The statements from the field diary, software Multipoint Server 2011 and facebook, were appreciated according to the aforementioned frame of reference, which allowed us to work with its dialogic architecture in the perspective of responsible action. The results of the research give clues that experiments involving digital educational games, supported by this active methodology of the Civitas, make it possible to explore urban problems from the ethical-aesthetic-political perspective, enhancing an interdisciplinary bias. The resulting learning enables the formation of values such as cooperation, solidarity, reciprocity, expressive capacity, critical, listening and responsibility in addition to building knowledge.
|
3 |
Exercício de cidadania na Escola Pública Moçambicana apoiado por um jogo digital educacional : Projeto CivitasZavala, Armando João January 2018 (has links)
O ensino - aprendizagem mediados por jogos digitais educacionais, quando integrados ao currículo de educação formal podem, além do desenvolvimento atencional-cognitivo, potencializar a construção de conhecimentos nas suas diversas nuances, bem como promover a capacidade imaginativa, estimulando o exercício da cidadania. Partindo desta propositura, esta tese estuda a possibilidade concreta de inserir um jogo digital educacional de construção de cidades em uma disciplina de TIC na escola pública, apoiado pela metodologia ativa do Projeto Civitas, e voltado para o exercício da cidadania. Assim, o estudo questiona sobre que efeitos o jogo Città, integrado na proposta metodológica do Civitas pode produzir na formação de alunos para o exercício da cidadania. A tese surge do questionamento do autor às práticas docentes no contexto de sala de aula no ensino secundário em Moçambique, instigada pela imersão do mesmo nas dinâmicas e vivências do grupo de pesquisa do Laboratório de Estudos em Linguagem, Interação e Cognição (LELIC/UFRGS), desde 2014, através da cooperação internacional do Projeto Civitas Brasil-Moçambique. Metodologicamente, adotamos uma abordagem dialógica, na perspectiva Bakhtiniana das pesquisas em ciências humanas Os enunciados advindos do diário de campo, software Multipoint Server 2011 e facebook, foram apreciados de acordo com o quadro referencial mencionado, o que nos permitiu trabalhar a sua arquitetônica dialógica na perspectiva ato responsável. Os resultados da pesquisa dão pistas de que experimentações envolvendo jogos digitais educacionais de construção, apoiados por essa metodologia ativa do Civitas, possibilitam explorar problemáticas de cidades na perspectiva ético-estético-política, potencializando um viés interdisciplinar. As aprendizagens decorrentes possibilitam a formação de valores como cooperação, solidariedade, reciprocidade, capacidade expressiva, crítica, de escuta e de responsabilidade para além da construção de conhecimentos. / Teaching and learning mediated by digital educational games, when integrated into the formal education curriculum can, in addition to attentional - cognitive development, potentialize the construction of knowledge in its various nuances, as well as promote the imaginative capacity, stimulating the exercise of citizenship. Starting from this proposition, this thesis studies the concrete possibility of inserting a digital educational game of city construction in an ICT discipline in the public school, supported by the active methodology of the Civitas Project, and focused on the exercise of citizenship. Thus, the study questions what effects the game Città, integrated in the methodological proposal of the Civitas can produce in the formation of students for the exercise of citizenship. The thesis arises from the author's questioning of teaching practices in the context of a secondary school classroom in Mozambique, instigated by the immersion of the same in the dynamics and experiences of the research group of the Laboratory of Studies in Language, Interaction and Cognition (LELIC / UFRGS) , since 2014, through the international cooperation of Projeto Civitas Brasil- Moçambique. Methodologically, we adopt a dialogical approach, in Bakhtin's perspective of research in human sciences The statements from the field diary, software Multipoint Server 2011 and facebook, were appreciated according to the aforementioned frame of reference, which allowed us to work with its dialogic architecture in the perspective of responsible action. The results of the research give clues that experiments involving digital educational games, supported by this active methodology of the Civitas, make it possible to explore urban problems from the ethical-aesthetic-political perspective, enhancing an interdisciplinary bias. The resulting learning enables the formation of values such as cooperation, solidarity, reciprocity, expressive capacity, critical, listening and responsibility in addition to building knowledge.
|
4 |
Teacher attitudes and practices regarding the use of digital educational games for student motivation in the English language classroom / Lärares attityder och praktik för användning av digitala utbildningsspel för elevers motivation i det Engelskspråkiga klassrummetFredriksson, Anncharlotte, Mårtensson Ramirez, Vanessa January 2021 (has links)
The purpose of incorporating digital educational games in educational settings is to engage the students' desire to learn. The aim of the syllabus for upper secondary school, as expressed by Skolverket (2011) is to support the students for lifelong learning and in order to do so, motivation is needed. However, a problematic gap can be found between “games” and “formal education” which are two different concepts which cross paths in this study. One path shows the foundation of the Swedish steering documents, and the other displays the motivational aspects of implementing digital educational games in educational settings. This qualitative research uses questionnaire surveys with structured questions and semi-structured follow-up interviews via email in order to examine to what degree digital educational games can be implemented in the English 6 classroom. It investigates the effectiveness of digital educational games in regard to English teaching and teachers’ attitudes and beliefs. The results display different approaches teachers could take when incorporating digital educational games in their classroom but also show significant factors such as teachers' experiences in the digital classroom. The research concludes that digital educational games can be used to encourage student motivation and in the teaching practices of upper secondary school teachers in Malmö. This is therefore an important area that should be further researched to ensure that teachers receive sufficient guidance and experience for using digital educational games in the English classroom.
|
5 |
A Client-Server Architecture for Collection of Game-based Learning DataJones, James R. 27 January 2015 (has links)
Advances in information technology are driving massive improvement to the education industry. The ubiquity of mobile devices has triggered a shift in the delivery of educational content. More lessons in a wide range of subjects are being disseminated by allowing students to access digital materials through mobile devices. One of the key materials is digital-based educational games. These games merge education with digital games to maximize engagement while somewhat obfuscating the learning process. The effectiveness is generally measured by assessments, either after or during gameplay, in the form of quizzes, data dumps, and/or manual analyses. Valuable gameplay information lost during the student's play sessions. This gameplay data provides educators and researchers with specific gameplay actions students perform in order to arrive at a solution, not just the correctness of the solution.
This problem illustrates a need for a tool, enabling educators and players to quickly analyze gameplay data. in conjunction with correctness in an unobtrusive manner while the student is playing the game. This thesis describes a client-server software architecture that enables the collection of game-based data during gameplay. We created a collection of web services that enables games to transmit game-data for analysis. Additionally, the web application provides players with a portal to login and view various visualization of the captured data. Lastly, we created a game called "Taffy Town", a mathematics-based game that requires the player to manipulate taffy pieces in order to solve various fractions. Taffy Town transmits students' taffy transformations along with correctness to the web application. Students are able to view several dynamically created visualizations from the data sent by Taffy Town. Researchers are able to log in to the web application and see the same visualizations, however, aggregated across all Taffy Town players. This end-to-end mapping of problems, actions, and results will enable researchers, pedagogists, and teachers to improve the effectiveness of educational games. / Master of Science
|
6 |
Feedback i digitala lärspel i matematikundervisningen : En innehållsanalys / Feedback in digital learning games in mathematics education : A content analysisJareke, Beatrice, Carlsson, Louise January 2024 (has links)
Stora satsningar har de senaste åren gjorts för att öka tillgången till digitala resurser i skolan och således har även tillgången till och användningen av digitala lärspel ökat. Studien undersöker förekomsten av feedback och synliggör skillnaden av denna hos de fem vanligast förekommande digitala lärspelen i matematikundervisningen på lågstadiet. Detta har gjorts genom en innehållsanalys som utgår från ett ramverk bestående av fem typer och fyra nivåer av feedback. Resultatet visar att alla olika typer och nivåer av feedback förekom i varierande utsträckning i de fem digitala lärspelen. I samtliga lärspel förekommer feedback som fokuserar på tidigare prestationer, feedback som syftar till att uppmuntra samt feedback som förmedlar ett resultat. Feedback som rättar ett felaktigt svar förekommer i fyra av fem lärspel. I två av lärspelen är denna feedback valbar och i två av dem korrigerades svaret automatiskt. Den minst förekommande feedbacken är den av framåtsyftande karaktär som endast återfanns i ett av de fem lärspelen. / In recent years, significant efforts have been made to increase access to digital resources in schools, leading to a rise in both availability and usage of digital educational games. This study investigates occurrences and highlights differences of feedback among the five most commonly used digital educational games in elementary school mathematics. This was accomplished through content analysis based on a framework comprising of five different types and four levels of feedback. The results indicate that all types and levels of feedback occur to varying extents in the five digital educational games. Across all games, feedback addressing past performance, encouraging feedback, and result-oriented feedback were present. Feedback correcting incorrect answers was found in four out of five games, with two of them offering this feedback as optional and two automatically correcting the answer. The least prevalent feedback type was forward-looking feedback, which was found in one of the five games.
|
Page generated in 0.132 seconds