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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Main Authors: Claudia Marques Araujo, Ilda Maria Paiva Almeida Spritzer, Cristina Gomes Souza
Format: Article
Language:English
Published: Universidad Alberto Hurtado 2012-09-01
Series:Journal of Technology Management & Innovation
Subjects:
Online Access:http://www.jotmi.org/index.php/GT/article/view/935
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spelling 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
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