Introduction: It presents the development of a proposed conceptual model for digital educational games in the context of the classroom in which the analysis focused on learning for sustainable habits production and consumption in the residential environment. The existing conceptual models are more linked to the creation and recently with evaluation of the games. In the context of the implementation, most models focus more on the description of the games validation processes than in mediating the pedagogical practice itself. Therefore, the research question is about how to create, implement and evaluate digital educational games for teaching and learning process in the classroom, with the focus on learning the culture of sustainability in th...
INTRODUCTION: Discussions around the development of Computational Thinking have demanded efforts to ...
This monograph presents consolidated information on the use of Digital Educational Games in the Teac...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
Introduction: It presents the development of a proposed conceptual model for digital educational gam...
Tese (doutorado) - Universidade Federal de Santa Catarina, Centro Tecnológico, Programa de Pós-Gradu...
This article describes the creation of a life cycle model for the development of educational games o...
Jogos digitais para fins educacionais não têm sido capazes de renovar os processos tradicionais de e...
Digital games can be inserted in the context of school education as tools to promote knowledge, favo...
El artículo se centra en el estado incipiente del soporte teórico de la educación dada en entornos d...
Este artigo apresenta um modelo para construção de práticas pedagógicas que incluam atividades gamif...
Digital games integrated into pedagogical practice can result in a more engaging, contextualized and...
Nos últimos anos, nota-se um grande aumento do interesse quanto ao uso de jogos digitais na Educação...
This paper describes the design and development of a educational resource based on game-based learni...
La presente tesis doctoral se enmarca dentro del conjunto de trabajos relacionados con procesos de e...
This study aims to examine to what extent the teaching oriented activities can contribute to the dev...
INTRODUCTION: Discussions around the development of Computational Thinking have demanded efforts to ...
This monograph presents consolidated information on the use of Digital Educational Games in the Teac...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
Introduction: It presents the development of a proposed conceptual model for digital educational gam...
Tese (doutorado) - Universidade Federal de Santa Catarina, Centro Tecnológico, Programa de Pós-Gradu...
This article describes the creation of a life cycle model for the development of educational games o...
Jogos digitais para fins educacionais não têm sido capazes de renovar os processos tradicionais de e...
Digital games can be inserted in the context of school education as tools to promote knowledge, favo...
El artículo se centra en el estado incipiente del soporte teórico de la educación dada en entornos d...
Este artigo apresenta um modelo para construção de práticas pedagógicas que incluam atividades gamif...
Digital games integrated into pedagogical practice can result in a more engaging, contextualized and...
Nos últimos anos, nota-se um grande aumento do interesse quanto ao uso de jogos digitais na Educação...
This paper describes the design and development of a educational resource based on game-based learni...
La presente tesis doctoral se enmarca dentro del conjunto de trabajos relacionados con procesos de e...
This study aims to examine to what extent the teaching oriented activities can contribute to the dev...
INTRODUCTION: Discussions around the development of Computational Thinking have demanded efforts to ...
This monograph presents consolidated information on the use of Digital Educational Games in the Teac...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...