Logo do repositório
Comunidades & Coleções
Busca no Repositório
Guia Arandu
  • Sobre
  • Equipe
  • Como depositar
  • Fale conosco
  • English
  • Português do Brasil
Entrar
Novo usuário? Clique aqui para cadastrar.Esqueceu sua senha?
  1. Início
  2. Pesquisar por Autor

Navegando por Autor "Silva, Ana Carolina Santos"

Filtrar resultados informando o último nome do autor
Agora exibindo 1 - 1 de 1
  • Resultados por Página
  • Opções de Ordenação
  • Imagem de Miniatura
    Item
    Virtualização de jogos tradicionais para aprendizagem de matemática: uma avaliação do jogo Cubra Doze em versão digital
    (2019-01-18) Silva, Ana Carolina Santos; Falcão, Taciana Pontual da Rocha; http://lattes.cnpq.br/5706959249737319; http://lattes.cnpq.br/0794195512627295
    The current research is guided by the growing use of games in education, as a teaching methodology that joins fun, logical reasoning, strategic planning, among other aspects. Prior to the Digital Era, physical games were already used in Math teaching, helping to develop students’ skills. With the increasing ubiquity of technological devices in people’s daily lives, especially the new generations, using digital technology in education is an inevitable trend. Therefore, in order to approximate the positive results of traditional games in teaching and the growing demand and interest of children and young people for digital games, this research aims to analyze the contributions of a digital game about the four Mathematics basic operations. In order to do this, the game called Cubra Doze was transformed into a digital version and an analysis was made considering the engagement and impact of the Human-Computer Interaction aspects in the user experience. After the game virtualization process, a case study was conducted with 32 students in the 1st year of High School to gauge the motivation and interaction with it. Notes registered while students were playing and an educational games evaluation questionnaire were used as instruments. The game was also evaluated based on 25 usability heuristics by 11 experts. The results revealed there are possibilities for improvements in the game’s usability, therefore it was verified there were positive outcomes related to the engagement in learning through a digital game as well as the collaboration and educational content attached to it, demonstrating how games are good educational tools to support learning.
Logo do SIB-UFRPE
Arandu - Repositório Institucional da UFRPE

Universidade Federal Rural de Pernambuco - Biblioteca Central
Rua Dom Manuel de Medeiros, s/n, Dois Irmãos
CEP: 52171-900 - Recife/PE

+55 81 3320 6179  repositorio.sib@ufrpe.br
Logo da UFRPE

DSpace software copyright © 2002-2025 LYRASIS

  • Enviar uma sugestão