Aprendizagem baseada em jogos digitais na engenharia
Uma Proposta De Aprendizagem De Temáticas Ambientais E Diversidade Social De Forma Lúdica
Bibliographic Data
| ID | 5863835 |
|---|---|
| Authors | Bruno Rodrigues Vieira (0000-0001-7957-3247, Universidade de Brasília), Caroline Queiroz Santos (0000-0001-9289-3421, Universidade Federal dos Vales do Jequitinhonha e Mucuri) |
| Year | 2025 |
| Volume | 27 |
| Pages | e025042 |
| Publication date | 2025-07-03 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | ETD - Educação Temática Digital (JOURNAL) |
| Journal identifiers | ISSN: 1676-2592 • E-ISSN: 1676-2592 |
| Publisher | Universidade Estadual de Campinas (PUBLISHER • BR) |
| DOI | 10.20396/etd.v27i00.8676192 |
| OpenAlex | W4412613781 |
| Language | PT |
| References cited | 14 |
The need for new pedagogical proposals in engineering education in Brazil is imperative and has been a prominent issue in research for decades. The obsolescence of the traditional transmission-reception model highlights the need for innovative pedagogical methodologies, aligned with the demands of a more critical global scenario. Therefore, more dynamic practices emerge, such as game-based learning, which is an emerging approach that has shown potential in improving teaching and learning. The objective of this study is the creation of a narrative digital educational game, aiming to stimulate learning and awareness regarding environmental issues and social diversity among engineering students. In addition to exploring the educational game design process, the study sought to identify and evaluate the ludic and pedagogical elements in promoting an engaging learning experience. The methodology adopted is divided into two main stages: the development of the game "Atlantica" and its application in an engineering educational context. Through questionnaires, the study analyzes perceptions of the game, identifying challenges and facilitators, and contributions to learning. The results demonstrated that game-based learning is promising in encouraging students' interest in the themes addressed, as well as suggesting a good proposal to stimulate discussions in the context of engineering education critically. Furthermore, the study serves as a basis for models for future investigations and projects in this segment, serving as empirical evidence for developers of digital educational games of the same style
Humanities · Education and Digital Technologies · Educational Games and Gamification · Mobile Learning in Education · Philosophy · Psychology
| Citation velocity | historical |
|---|---|
| Highly cited | No |