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Digital game-based learning: why, when and how

dc.contributor.authorRito, P. N.
dc.date.accessioned2021-02-08T09:44:59Z
dc.date.available2021-02-08T09:44:59Z
dc.date.issued2017-07-03
dc.description.abstractVideo games have been around for more than sixty years. Learning through videogames is a topic that has been addressed by teachers and educators of which has been made various experiments at all educational levels, starting at the pre-school to higher education. However this is a tool that not everyone knows how to use, for the vicissitudes of initial training, or even because private motivations about liking it or because of a strong motivation to not apply videogames in certain curricular activities. For the video game industry and developers, there is more and more a close relationship, even a union between entertainment and education. It is well known that there are great differences between listening, for example, to a history teacher, who narrates an episode according to his knowledge and plays a video game on the same subject. The video game allows the student to play the role of a historical character or a nation, making decisions and observing the consequences of their decisions in other characters or nations. It is necessary to reflect upon the professionals who are coming out of the universities, and that will be the future teachers. It must be set up conditions for them (educators) to have these experiences of using video games, perhaps incorporating in their curriculum activities with these tools. With the evolution of technologies, support for playing video games has also changed, and the digital format is increasingly accessible and multi-platform. When they emerged videogames support tools were too basic and expensive but now with the resources of smartphones or tablets, we can have a group of students focused on developing activities on these platforms, through multimedia applications like video games. Moreover, nowadays the students are digital natives subjects who have a propensity to use any technology at any time. Any learning that may be within the reach of education professionals will always depend on the strength of these professionals to change, factors related to the conditions that organizations provide for these activities and policies that are adopted to influence the use. This work is intended to present results of a literature review about the topic, presenting the justifications that arise about the use of videogames in the classroom and how they can be a supporting tool to the teaching. It is also important to identify case reports and analyze how these tools can be used by those who are more resistance in the use.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.doi10.21125/edulearn.2017.0894pt_PT
dc.identifier.isbn978-84-697-3777-4
dc.identifier.urihttp://hdl.handle.net/10400.19/6575
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisher9th International Conference on Education and New Learning Technologiespt_PT
dc.subjectGame-based learningpt_PT
dc.subjectClassroom and videogamespt_PT
dc.subjectIntroductionpt_PT
dc.subjectState of the artpt_PT
dc.titleDigital game-based learning: why, when and howpt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.conferencePlaceBarcelona, Espanhapt_PT
person.familyNameRito
person.givenNamePedro Neves
person.identifier.ciencia-id4B13-D4B9-9A5C
person.identifier.orcid0000-0002-4507-0323
rcaap.rightsclosedAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublication935f350f-18fa-4046-a14f-54c1ef0150fd
relation.isAuthorOfPublication.latestForDiscovery935f350f-18fa-4046-a14f-54c1ef0150fd

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