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ETDs @PUC-Rio
Estatística
Título: TAXONOMY OF EDUCATIONAL GAMES
Autor: ROBERTO TODOR
Colaborador(es): RITA MARIA DE SOUZA COUTO - Orientador
CRISTINA PORTUGAL - Coorientador
Catalogação: 20/ABR/2018 Língua(s): PORTUGUESE - BRAZIL
Tipo: TEXT Subtipo: THESIS
Notas: [pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
[en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=33669&idi=1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=33669&idi=2
DOI: https://doi.org/10.17771/PUCRio.acad.33669
Resumo:
Information and communication technologies have been consistently moving forward and impacting a segment of the youth population across cultures, including Brazil. In this research paper we examine the transformations occurring in the field of education, both from a teaching and a learning perspective. These two arenas have gradually been taking on current demands from their target audience, the youth, who desire to stay connected while performing their typical school work. As a result, many educational games emphasizing particular skills contribute to learning and can end up playing a number of roles, one of wich is to reengage demotivated students in their day to day learning activities. Meanwhile, society as a whole has been paralleling this transformation. This paper presents a history of the evolution of games, from the arcades to the latest cell phone platforms, and how the myriad of mobile educational games has been meeting the academic needs of school age children. We present a closer look at the tools and devices that make them so attractive to this particular age segment of the population. Our research proposes the implamentation of taxonomy exclusively of educational games, aiming to facilitate their identification of games that contribute to learning for students and their parents and teachers.
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