Technology Innovation - Electronic Game in the Brazilian Higher Education

Claudia Marques Araujo, Ilda Maria Paiva Almeida Spritzer, Cristina Gomes Souza

Abstract


The Information and Communication Technologies provide a world of discoveries, relations and leanings, presenting possibilities that can help the teaching and learning process to adapt to the new social dynamics introduced by its use. The electronic games (video games), in particular, for its playful nature and because they are familiar to the young people, may provide a great assistant in this adaptation. The research presented here takes a theoretical framework based on Brazilian and international reference authors, to through action research, implement video games about financial mathematics, in a discipline of a higher education course of a public university in Brazil. The results confirm that the use of electronic games is well received by the students, showing that they perceived them as a motivating practice and as an introductory agent of a new process of teaching and learning for higher education

Keywords


video games; educational technology; higher education; learning and teaching process

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References


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DOI: http://dx.doi.org/10.4067/S0718-27242012000300004



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