Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering

Detalhes bibliográficos
Autor(a) principal: Rodrigues, Ana Paula Cavadas
Data de Publicação: 2021
Outros Autores: Fernandes, Raquel Moreira Machado, Teixeira, Leniah Lima, Alves, Gabrielle Bandeira, Oliveira, Carlo Emmanoel Tolla de, Motta, Claudia Lage Rebello da
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/1885
Resumo: This study presents a Brazilian teaching-learning experience in basic education where game development is used to promote both digital and scientific literacy throughout the National Common Curricular Base (BNCC). Focused on students’ cognitive aspects, the approach presents a pedagogical architecture based on systems development. Thus, it was possible to catalyze convergence between interest in the Science curricular program and the result of knowledge acquisition  - such as skills development - by its means. The experiment was carried out centered on genetics studies where students collaboratively produced a digital game, improving in school assessment performance as an outcome. Therefore, we corroborate the effectiveness of creating games as an educational strategy able to optimize aspects of creativity, communication, collaboration, logical reasoning, problem-solving, abstract thinking and resilience. 
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spelling Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineeringgamesdigital literacyscientific literacycognitive aspectseducational innovationThis study presents a Brazilian teaching-learning experience in basic education where game development is used to promote both digital and scientific literacy throughout the National Common Curricular Base (BNCC). Focused on students’ cognitive aspects, the approach presents a pedagogical architecture based on systems development. Thus, it was possible to catalyze convergence between interest in the Science curricular program and the result of knowledge acquisition  - such as skills development - by its means. The experiment was carried out centered on genetics studies where students collaboratively produced a digital game, improving in school assessment performance as an outcome. Therefore, we corroborate the effectiveness of creating games as an educational strategy able to optimize aspects of creativity, communication, collaboration, logical reasoning, problem-solving, abstract thinking and resilience. Brazilian Computer Society2021-11-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/188510.5753/jis.2021.1885Journal of Interactive Systems; v. 12 n. 1 (2021); 219-231Journal on Interactive Systems; Vol. 12 No. 1 (2021); 219-2312763-771910.5753/jis.2021reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/1885/1869Copyright (c) 2021 Ana Paula Cavadas Rodrigues, Raquel Moreira Machado Fernandes, Leniah Lima Teixeira, Gabrielle Bandeira Alves, Carlo Emmanoel Tolla de Oliveira, Claudia Lage Rebello da Mottahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessRodrigues, Ana Paula CavadasFernandes, Raquel Moreira MachadoTeixeira, Leniah LimaAlves, Gabrielle BandeiraOliveira, Carlo Emmanoel Tolla deMotta, Claudia Lage Rebello da2023-10-12T20:48:07Zoai:ojs2.sol.sbc.org.br:article/1885Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:48:07Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
title Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
spellingShingle Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
Rodrigues, Ana Paula Cavadas
games
digital literacy
scientific literacy
cognitive aspects
educational innovation
title_short Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
title_full Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
title_fullStr Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
title_full_unstemmed Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
title_sort Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
author Rodrigues, Ana Paula Cavadas
author_facet Rodrigues, Ana Paula Cavadas
Fernandes, Raquel Moreira Machado
Teixeira, Leniah Lima
Alves, Gabrielle Bandeira
Oliveira, Carlo Emmanoel Tolla de
Motta, Claudia Lage Rebello da
author_role author
author2 Fernandes, Raquel Moreira Machado
Teixeira, Leniah Lima
Alves, Gabrielle Bandeira
Oliveira, Carlo Emmanoel Tolla de
Motta, Claudia Lage Rebello da
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Rodrigues, Ana Paula Cavadas
Fernandes, Raquel Moreira Machado
Teixeira, Leniah Lima
Alves, Gabrielle Bandeira
Oliveira, Carlo Emmanoel Tolla de
Motta, Claudia Lage Rebello da
dc.subject.por.fl_str_mv games
digital literacy
scientific literacy
cognitive aspects
educational innovation
topic games
digital literacy
scientific literacy
cognitive aspects
educational innovation
description This study presents a Brazilian teaching-learning experience in basic education where game development is used to promote both digital and scientific literacy throughout the National Common Curricular Base (BNCC). Focused on students’ cognitive aspects, the approach presents a pedagogical architecture based on systems development. Thus, it was possible to catalyze convergence between interest in the Science curricular program and the result of knowledge acquisition  - such as skills development - by its means. The experiment was carried out centered on genetics studies where students collaboratively produced a digital game, improving in school assessment performance as an outcome. Therefore, we corroborate the effectiveness of creating games as an educational strategy able to optimize aspects of creativity, communication, collaboration, logical reasoning, problem-solving, abstract thinking and resilience. 
publishDate 2021
dc.date.none.fl_str_mv 2021-11-20
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/1885
10.5753/jis.2021.1885
url https://sol.sbc.org.br/journals/index.php/jis/article/view/1885
identifier_str_mv 10.5753/jis.2021.1885
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/1885/1869
dc.rights.driver.fl_str_mv http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 12 n. 1 (2021); 219-231
Journal on Interactive Systems; Vol. 12 No. 1 (2021); 219-231
2763-7719
10.5753/jis.2021
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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