A digital tool that makes educational games: the Brazilian context for teaching and learning

In this study, we investigate the emergence of online games as part of the digital culture (Castells, 2013) and an analytical perspective of their results so far in the process of teaching and learning. For this, we present and discuss the empirical data collected in two evaluation reports (the Pilo...

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Main Authors: Patricia Margarida Farias Coelho, Marcos Rogério Martins Costa
Format: Article
Language:English
Published: Asociación Iberoamericana de Educación Superior y a Distancia (AIESAD) 2016-03-01
Series:RIED: Revista Iberoamericana de Educación a Distancia
Subjects:
Online Access:http://revistas.uned.es/index.php/ried/article/view/14758
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author Patricia Margarida Farias Coelho
Marcos Rogério Martins Costa
author_facet Patricia Margarida Farias Coelho
Marcos Rogério Martins Costa
author_sort Patricia Margarida Farias Coelho
collection DOAJ
description In this study, we investigate the emergence of online games as part of the digital culture (Castells, 2013) and an analytical perspective of their results so far in the process of teaching and learning. For this, we present and discuss the empirical data collected in two evaluation reports (the Pilot Project and the Project/ Research undertaken with teachers), provided by the developers of a digital tool that creates online games. These reports are relevant as units of analysis, because they evaluate a Brazilian digital tool, FazGame (www.fazgame.com.br), which is used in the creation of online gaming process to insert, disseminate and transform education objects and learning. We observe that FazGame is an innovative proposal in the Brazilian educational scenario, because it enables the creation of games to be applied in the teaching and learning field. Our methodology involves discussing the theoretical concepts proposed by several scholars who pay attention to the potential of games inserted in the educational environment, and present the evidence empirical quantitative results FazGame presented in the two above mentioned reports. The results of both the Evaluation of FazGame's Report Pilot Project and the Project / Research with teachers indicate that the tool was well appreciated by the participants (95% acceptability) and is considered easy to use, fun and supportive in the educational process. Therefore, we understand from the data that it is possible, in the Brazilian context, to apply the tool in schools efficiently, according to the institutional and pedagogical context.
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spelling doaj.art-9f00ea5a1fc94871a1d61dceb15c68722022-12-21T20:15:12ZengAsociación Iberoamericana de Educación Superior y a Distancia (AIESAD)RIED: Revista Iberoamericana de Educación a Distancia1138-27831390-33062016-03-01192537010.5944/ried.19.2.1475813831A digital tool that makes educational games: the Brazilian context for teaching and learningPatricia Margarida Farias Coelho0Marcos Rogério Martins Costa1Universidade de Santo Amaro - UNISAUniversidade de São PauloIn this study, we investigate the emergence of online games as part of the digital culture (Castells, 2013) and an analytical perspective of their results so far in the process of teaching and learning. For this, we present and discuss the empirical data collected in two evaluation reports (the Pilot Project and the Project/ Research undertaken with teachers), provided by the developers of a digital tool that creates online games. These reports are relevant as units of analysis, because they evaluate a Brazilian digital tool, FazGame (www.fazgame.com.br), which is used in the creation of online gaming process to insert, disseminate and transform education objects and learning. We observe that FazGame is an innovative proposal in the Brazilian educational scenario, because it enables the creation of games to be applied in the teaching and learning field. Our methodology involves discussing the theoretical concepts proposed by several scholars who pay attention to the potential of games inserted in the educational environment, and present the evidence empirical quantitative results FazGame presented in the two above mentioned reports. The results of both the Evaluation of FazGame's Report Pilot Project and the Project / Research with teachers indicate that the tool was well appreciated by the participants (95% acceptability) and is considered easy to use, fun and supportive in the educational process. Therefore, we understand from the data that it is possible, in the Brazilian context, to apply the tool in schools efficiently, according to the institutional and pedagogical context.http://revistas.uned.es/index.php/ried/article/view/14758Games educativoTeoriaAprendizagemPlataforma digital
spellingShingle Patricia Margarida Farias Coelho
Marcos Rogério Martins Costa
A digital tool that makes educational games: the Brazilian context for teaching and learning
RIED: Revista Iberoamericana de Educación a Distancia
Games educativo
Teoria
Aprendizagem
Plataforma digital
title A digital tool that makes educational games: the Brazilian context for teaching and learning
title_full A digital tool that makes educational games: the Brazilian context for teaching and learning
title_fullStr A digital tool that makes educational games: the Brazilian context for teaching and learning
title_full_unstemmed A digital tool that makes educational games: the Brazilian context for teaching and learning
title_short A digital tool that makes educational games: the Brazilian context for teaching and learning
title_sort digital tool that makes educational games the brazilian context for teaching and learning
topic Games educativo
Teoria
Aprendizagem
Plataforma digital
url http://revistas.uned.es/index.php/ried/article/view/14758
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