Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , , |
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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Journal on Interactive Systems |
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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 |
_version_ |
1796797411110158336 |