Technology Innovation - Electronic Game in the Brazilian Higher Education
The Information and Communication Technologies provide a world of discoveries, relations and leanings, presenting possibilities that can help the teaching and learning process to adapt to the new social dynamics introduced by its use. The electronic games (video games), in particular, for its playfu...
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Universidad Alberto Hurtado
2012-09-01
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Online Access: | http://www.jotmi.org/index.php/GT/article/view/935 |
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doaj-faf19c597eda46c480505fb895fe04f12020-11-24T21:22:34ZengUniversidad Alberto HurtadoJournal of Technology Management & Innovation0718-27242012-09-0173324310.4067/S0718-27242012000300004717Technology Innovation - Electronic Game in the Brazilian Higher EducationClaudia Marques Araujo0Ilda Maria Paiva Almeida Spritzer1Cristina Gomes Souza2Centro Federal de Educação Tecnológica Celso Suckow da FonsecaCentro Federal de Educação Tecnológica Celso Suckow da FonsecaCentro Federal de Educação Tecnológica Celso Suckow da FonsecaThe Information and Communication Technologies provide a world of discoveries, relations and leanings, presenting possibilities that can help the teaching and learning process to adapt to the new social dynamics introduced by its use. The electronic games (video games), in particular, for its playful nature and because they are familiar to the young people, may provide a great assistant in this adaptation. The research presented here takes a theoretical framework based on Brazilian and international reference authors, to through action research, implement video games about financial mathematics, in a discipline of a higher education course of a public university in Brazil. The results confirm that the use of electronic games is well received by the students, showing that they perceived them as a motivating practice and as an introductory agent of a new process of teaching and learning for higher educationhttp://www.jotmi.org/index.php/GT/article/view/935video gameseducational technologyhigher educationlearning and teaching process |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Claudia Marques Araujo Ilda Maria Paiva Almeida Spritzer Cristina Gomes Souza |
spellingShingle |
Claudia Marques Araujo Ilda Maria Paiva Almeida Spritzer Cristina Gomes Souza Technology Innovation - Electronic Game in the Brazilian Higher Education Journal of Technology Management & Innovation video games educational technology higher education learning and teaching process |
author_facet |
Claudia Marques Araujo Ilda Maria Paiva Almeida Spritzer Cristina Gomes Souza |
author_sort |
Claudia Marques Araujo |
title |
Technology Innovation - Electronic Game in the Brazilian Higher Education |
title_short |
Technology Innovation - Electronic Game in the Brazilian Higher Education |
title_full |
Technology Innovation - Electronic Game in the Brazilian Higher Education |
title_fullStr |
Technology Innovation - Electronic Game in the Brazilian Higher Education |
title_full_unstemmed |
Technology Innovation - Electronic Game in the Brazilian Higher Education |
title_sort |
technology innovation - electronic game in the brazilian higher education |
publisher |
Universidad Alberto Hurtado |
series |
Journal of Technology Management & Innovation |
issn |
0718-2724 |
publishDate |
2012-09-01 |
description |
The Information and Communication Technologies provide a world of discoveries, relations and leanings, presenting possibilities that can help the teaching and learning process to adapt to the new social dynamics introduced by its use. The electronic games (video games), in particular, for its playful nature and because they are familiar to the young people, may provide a great assistant in this adaptation. The research presented here takes a theoretical framework based on Brazilian and international reference authors, to through action research, implement video games about financial mathematics, in a discipline of a higher education course of a public university in Brazil. The results confirm that the use of electronic games is well received by the students, showing that they perceived them as a motivating practice and as an introductory agent of a new process of teaching and learning for higher education |
topic |
video games educational technology higher education learning and teaching process |
url |
http://www.jotmi.org/index.php/GT/article/view/935 |
work_keys_str_mv |
AT claudiamarquesaraujo technologyinnovationelectronicgameinthebrazilianhighereducation AT ildamariapaivaalmeidaspritzer technologyinnovationelectronicgameinthebrazilianhighereducation AT cristinagomessouza technologyinnovationelectronicgameinthebrazilianhighereducation |
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1725995362182758400 |