Motivation and learning through the creation of educational games

Detalhes bibliográficos
Autor(a) principal: Martins, Ana Rute
Data de Publicação: 2018
Outros Autores: Oliveira, Lia Raquel
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34624/id.v10i3.11257
Resumo: The problem of school failure points to the need for new pedagogical strategies to motivate and teach students, especially in risk contexts. Several studies have highlighted the potential of games as vehicles for learning and motivation. Placing students in the role of game designers is one of the possible approaches to integrate games in education, supported by Constructionism, with positive results, but with scarce application in Portugal.This project intends to investigate the design of educational games by middle school students, in a classroom context, in order to understand the processes and effects of the proposed pedagogical strategy. The research consists of a case study in a TEIP (Educational Territory of Priority Intervention) School Group. The study includes three phases: 1. Teacher training, 2. Creation of video games by 5th grade students (contents of Mathematics and Portuguese), 3. Creation of games (digital and non-digital) by 8th grade students (contents of 9 of the 12 school subjects of the class, including Mathematics and Portuguese). Data is collected using participant observation, survey, documents, and audio-visual materials (games created). Data analysis is conducted through descriptive statistics and thematic analysis.Initial results indicate that students are able to create functional games that represent their understanding of the contents approached, with evidence of learning in terms of curriculum contents, game design, technological skills and soft skills. There are also indicators of motivation and engagement (such as students working during their free time or showing their creations outside of school).
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spelling Motivation and learning through the creation of educational gamesMotivação e aprendizagem através da criação de jogos educativosThe problem of school failure points to the need for new pedagogical strategies to motivate and teach students, especially in risk contexts. Several studies have highlighted the potential of games as vehicles for learning and motivation. Placing students in the role of game designers is one of the possible approaches to integrate games in education, supported by Constructionism, with positive results, but with scarce application in Portugal.This project intends to investigate the design of educational games by middle school students, in a classroom context, in order to understand the processes and effects of the proposed pedagogical strategy. The research consists of a case study in a TEIP (Educational Territory of Priority Intervention) School Group. The study includes three phases: 1. Teacher training, 2. Creation of video games by 5th grade students (contents of Mathematics and Portuguese), 3. Creation of games (digital and non-digital) by 8th grade students (contents of 9 of the 12 school subjects of the class, including Mathematics and Portuguese). Data is collected using participant observation, survey, documents, and audio-visual materials (games created). Data analysis is conducted through descriptive statistics and thematic analysis.Initial results indicate that students are able to create functional games that represent their understanding of the contents approached, with evidence of learning in terms of curriculum contents, game design, technological skills and soft skills. There are also indicators of motivation and engagement (such as students working during their free time or showing their creations outside of school).Le problème de l’échec scolaire fait ressortir la nécessité de nouvelles stratégies pédagogiques pour motiver et enseigner les élèves, en particulier dans les contextes de risque. Plusieurs études ont mis en évidence le potentiel des jeux en tant que vecteurs d’apprentissage et de motivation. Placer les étudiants dans le rôle des concepteurs de jeux est l’une des approches possibles pour intégrer les jeux dans l’éducation, soutenue par le Constructionnisme, avec des résultats positifs, mais avec une application rare au Portugal.Ce projet vise à étudier la conception de jeux éducatifs par des élèves, dans un contexte de classe, afin de comprendre les processus et les effets de la stratégie pédagogique proposée.La recherche consiste en une étude de cas dans un groupe scolaire TEIP (Territoire éducatif d’intervention prioritaire). L’étude comprend trois phases: 1. Formation des enseignants, 2. Création de jeux vidéo par des étudiants de cinquième année (contenu de mathématiques et de portugais), 3. Création de jeux (digitaux et analogiques) par des étudiants de 8eannée (contenu de 9 des 12 matières scolaires de la classe). Les données sont recueillies par l’observation participante, d’enquêtes, de documents et de matériel audiovisuel produit. Est utilisé statistiques descriptives et analyses thématiques.Les premiers résultats indiquent que les élèves sont capables de créer des jeux fonctionnels qui représentent leur compréhension du contenu abordé, avec apprentissage en termes de contenu du programme, de conception de jeu, de compétences technologiques et de compétences générales. Il existe également des indicateurs de motivation et d’engagement.O problema do insucesso escolar remete para a necessidade de novas estratégias pedagógicas para motivar e ensinar alunos. Vários estudos têm realçado o potencial dos jogos como veículos de aprendizagem e motivação. Colocar alunos no papel de criadores de jogos educativos é uma das possíveis abordagens à integração de jogos na educação, suportadapelo Construcionismo, com resultados positivos, mas ainda pouco aplicada em Portugal.Pretende-se investigar a criação de jogos educativos por alunos do Ensino Básico, em contexto de sala de aula, de forma a compreender os processos e efeitos desta estratégia pedagógica a nível de aprendizagens e motivação. A investigação assume o formato estudo de caso num Agrupamento de Escolas TEIP (Território Educativo de Intervenção Prioritária),e é composta por três fases: 1. Formação de professores, 2. Criação de videojogos por alunos do 5º ano (conteúdos de Matemática e Português), 3. Criação de jogos (digitais e não digitais) por alunos do 8º ano (conteúdos de 9 das 12 disciplinas, incluindo Matemática e Português). Para recolha de dados são utilizadas as técnicas observação participante,inquérito, análise documental e audiovisual. Os dados são analisados por estatística descritiva e análise temática.Resultados iniciais indicam que os alunos são capazes de criar jogos funcionais que representam a sua compreensão dos conteúdos trabalhados, com evidências de aprendizagem em termos de conteúdos curriculares, game design, competências tecnológicas e competências transversais. Existem ainda indicadores de motivação e envolvimento (como alunos a trabalhar durante o seu tempo livre ou a mostrar as suas criações fora da escola).Centro de Investigação Didática e Tecnologia na Formação de Formadores (CIDTFF) / Universidade de Aveiro2018-09-13info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.34624/id.v10i3.11257https://doi.org/10.34624/id.v10i3.11257Indagatio Didactica; Vol 10 No 3 (2018); 61-80Indagatio Didactica; Vol. 10 Núm. 3 (2018); 61-80Indagatio Didactica; Vol. 10 No 3 (2018); 61-80Indagatio Didactica; vol. 10 n.º 3 (2018); 61-801647-3582reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPporhttps://proa.ua.pt/index.php/id/article/view/11257https://proa.ua.pt/index.php/id/article/view/11257/7331Martins, Ana RuteOliveira, Lia Raquelinfo:eu-repo/semantics/openAccess2023-09-22T10:18:14Zoai:proa.ua.pt:article/11257Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T20:30:21.797027Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Motivation and learning through the creation of educational games
Motivação e aprendizagem através da criação de jogos educativos
title Motivation and learning through the creation of educational games
spellingShingle Motivation and learning through the creation of educational games
Martins, Ana Rute
title_short Motivation and learning through the creation of educational games
title_full Motivation and learning through the creation of educational games
title_fullStr Motivation and learning through the creation of educational games
title_full_unstemmed Motivation and learning through the creation of educational games
title_sort Motivation and learning through the creation of educational games
author Martins, Ana Rute
author_facet Martins, Ana Rute
Oliveira, Lia Raquel
author_role author
author2 Oliveira, Lia Raquel
author2_role author
dc.contributor.author.fl_str_mv Martins, Ana Rute
Oliveira, Lia Raquel
description The problem of school failure points to the need for new pedagogical strategies to motivate and teach students, especially in risk contexts. Several studies have highlighted the potential of games as vehicles for learning and motivation. Placing students in the role of game designers is one of the possible approaches to integrate games in education, supported by Constructionism, with positive results, but with scarce application in Portugal.This project intends to investigate the design of educational games by middle school students, in a classroom context, in order to understand the processes and effects of the proposed pedagogical strategy. The research consists of a case study in a TEIP (Educational Territory of Priority Intervention) School Group. The study includes three phases: 1. Teacher training, 2. Creation of video games by 5th grade students (contents of Mathematics and Portuguese), 3. Creation of games (digital and non-digital) by 8th grade students (contents of 9 of the 12 school subjects of the class, including Mathematics and Portuguese). Data is collected using participant observation, survey, documents, and audio-visual materials (games created). Data analysis is conducted through descriptive statistics and thematic analysis.Initial results indicate that students are able to create functional games that represent their understanding of the contents approached, with evidence of learning in terms of curriculum contents, game design, technological skills and soft skills. There are also indicators of motivation and engagement (such as students working during their free time or showing their creations outside of school).
publishDate 2018
dc.date.none.fl_str_mv 2018-09-13
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dc.identifier.uri.fl_str_mv https://doi.org/10.34624/id.v10i3.11257
https://doi.org/10.34624/id.v10i3.11257
url https://doi.org/10.34624/id.v10i3.11257
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/id/article/view/11257
https://proa.ua.pt/index.php/id/article/view/11257/7331
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dc.publisher.none.fl_str_mv Centro de Investigação Didática e Tecnologia na Formação de Formadores (CIDTFF) / Universidade de Aveiro
publisher.none.fl_str_mv Centro de Investigação Didática e Tecnologia na Formação de Formadores (CIDTFF) / Universidade de Aveiro
dc.source.none.fl_str_mv Indagatio Didactica; Vol 10 No 3 (2018); 61-80
Indagatio Didactica; Vol. 10 Núm. 3 (2018); 61-80
Indagatio Didactica; Vol. 10 No 3 (2018); 61-80
Indagatio Didactica; vol. 10 n.º 3 (2018); 61-80
1647-3582
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