Gamification based learning activities in elementary Brazilian public school

dc.citation.volume11por
dc.contributor.authorFerraz Júnior, Wilton Moreira
dc.contributor.authorMartinelli, Suéllen Rodolfo
dc.contributor.authorSantos, Carlos Henrique da Silva
dc.contributor.authorHomem, Murillo Rodrigo Petrucelli
dc.contributor.authorlatteshttp://lattes.cnpq.br/4099700446922080por
dc.date.accessioned2022-12-01T12:18:28Z
dc.date.available2022-12-01T12:18:28Z
dc.date.issued2020-10-01
dc.description.abstractThis work presents an iterative method which is based on the serious games development in elementary and high school classes, focusing on the students and teachers experiences from Brazilian scholar reality. Furthermore, it does not require strong background in game development and it is planned to be introduced any area of knowledge. It has been considered as a motivational method to engage the teachers and students' in-depth discussions. It follows some Agile Methods practices, such as the Extreme Programming (XP) and Scrum Agile Methods to guide them along the continuous exploration of game design in classrooms. This method also considers the design patterns techniques to reuse (re-guise) some well-known digital games engines and educational concepts, as example a guided game design based on the spaceships battles to associate electric charges concepts. The results obtained in experiments occurred in public schools show successful acceptance and they contribute to improve the students' academic performance. This method is now introduced in some undergraduate and graduate practices to analyze its impact in entrepreneurship courses.eng
dc.description.sponsorshipNão recebi financiamentopor
dc.format.extent1819 - 1834por
dc.identifierhttps://doi.org/10.14807/ijmp.v11i6.1119por
dc.identifier.citationFERRAZ JÚNIOR, Wilton Moreira; MARTINELLI, Suéllen Rodolfo; SANTOS, Carlos Henrique da Silva; HOMEM, Murillo Rodrigo Petrucelli. Gamification based learning activities in elementary Brazilian public school. Independent Journal of Management & Production (IJM&P), v. 11, p. 1819 - 1834, 2020. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/17103.por
dc.identifier.issn2236-269Xpor
dc.identifier.urihttps://repositorio.ufscar.br/handle/20.500.14289/17103
dc.identifier.urlhttp://www.ijmp.jor.br/index.php/ijmp/article/view/1119/1452por
dc.language.isoengeng
dc.publisherUniversidade Federal de São Carlospor
dc.publisher.addressCampus São Carlospor
dc.publisher.departmentDepartamento de Computação - DCpor
dc.publisher.initialsUFSCarpor
dc.relation.ispartofIndependent Journal of Management & Production (IJM&P)eng
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Brazil*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/br/*
dc.subjectComputer Aided Design (CAD)eng
dc.subjectSerious gameseng
dc.subjectSoftware engineeringeng
dc.subjectScrumeng
dc.subject.cnpqCIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO::METODOLOGIA E TECNICAS DA COMPUTACAOpor
dc.titleGamification based learning activities in elementary Brazilian public schooleng
dc.typeArtigopor

Arquivos

Pacote Original

Agora exibindo 1 - 1 de 1
Carregando...
Imagem de Miniatura
Nome:
1119-Article Text-23042-2-10-20200314.pdf
Tamanho:
794.31 KB
Formato:
Adobe Portable Document Format
Descrição:

Coleções