Technology Innovation - Electronic Game in the Brazilian Higher Education

Authors

  • Claudia Marques Araujo Centro Federal de Educação Tecnológica Celso Suckow da Fonseca
  • Ilda Maria Paiva Almeida Spritzer Centro Federal de Educação Tecnológica Celso Suckow da Fonseca
  • Cristina Gomes Souza Centro Federal de Educação Tecnológica Celso Suckow da Fonseca

DOI:

https://doi.org/10.4067/S0718-27242012000300004

Keywords:

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

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

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Published

2012-09-22

How to Cite

Araujo, C. M., Spritzer, I. M. P. A., & Souza, C. G. (2012). Technology Innovation - Electronic Game in the Brazilian Higher Education. Journal of Technology Management & Innovation, 7(3), 32–43. https://doi.org/10.4067/S0718-27242012000300004

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Section

Research Articles