The use of digital serious games and games-based learning has contributed to the expansion of new educational paradigms, where the use of computing resources is mixed with the traditional way of teaching. In addition to these advances, Virtual Worlds and Serious Games are increasingly being used as tools to motivate students, providing immersion, autonomy and dynamism. In this sense, the work here presented shows the development of a Ubiquitous Serious Game Integrated to OpenSim Virtual World for Computer Networks‟ Teaching (JASPION). The game has a narrative that mixes adventure, quest and quiz styles, in an plot inspired in the television series “The Amazing Jaspion”, which places the player in the role of a character, contemplating matte...
A evolução tecnológica tem permitido utilizar novas abordagens no processo de ensino-aprendizagem. O...
Evolution of ICT and, moreover, gaming contents and technologies, let researchers and practitioners ...
This study aims at analyzing the features of hypermediatic features and their relation with educativ...
Coordenação de Aperfeiçoamento de Pessoal de Nível SuperiorThis work presents an approach of game-ba...
This paper assumes that the student may be motivated to seek knowledge through various mechanisms, a...
In recent years, there has been a vast amount of research focusing on the potentiality of using vide...
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
The current expansion in the use of computers and smartphones has led to the rise of a trend in elec...
This work argues that it is possible to assess students, from the planning of activities that jointl...
Developing Serious Games for teaching and learning has currently emerged as research field-fertile. ...
A evolução tecnológica tem permitido utilizar novas abordagens no processo de ensino-aprendizagem. O...
A queda do interesse por parte de novos universitários, para cursos de ciência da computação em vári...
This paper presents a serious game that covers the teaching of some basic concepts of computer netwo...
This research studies the use of digital games and social networking application WhatsApp as digital...
The advances of the last decades in the fields of embedded intelligence, connectivity, production so...
A evolução tecnológica tem permitido utilizar novas abordagens no processo de ensino-aprendizagem. O...
Evolution of ICT and, moreover, gaming contents and technologies, let researchers and practitioners ...
This study aims at analyzing the features of hypermediatic features and their relation with educativ...
Coordenação de Aperfeiçoamento de Pessoal de Nível SuperiorThis work presents an approach of game-ba...
This paper assumes that the student may be motivated to seek knowledge through various mechanisms, a...
In recent years, there has been a vast amount of research focusing on the potentiality of using vide...
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
The current expansion in the use of computers and smartphones has led to the rise of a trend in elec...
This work argues that it is possible to assess students, from the planning of activities that jointl...
Developing Serious Games for teaching and learning has currently emerged as research field-fertile. ...
A evolução tecnológica tem permitido utilizar novas abordagens no processo de ensino-aprendizagem. O...
A queda do interesse por parte de novos universitários, para cursos de ciência da computação em vári...
This paper presents a serious game that covers the teaching of some basic concepts of computer netwo...
This research studies the use of digital games and social networking application WhatsApp as digital...
The advances of the last decades in the fields of embedded intelligence, connectivity, production so...
A evolução tecnológica tem permitido utilizar novas abordagens no processo de ensino-aprendizagem. O...
Evolution of ICT and, moreover, gaming contents and technologies, let researchers and practitioners ...
This study aims at analyzing the features of hypermediatic features and their relation with educativ...