Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude
Autor(a) principal: | |
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Data de Publicação: | 2022 |
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/2686 |
Resumo: | Factors impacting technology adoption encompass technical, organizational, and human issues. This paper shows two projects that aim to develop students’ digital aptitude by promoting a culture change from a game prejudiced environment into a habitat of technology-prone users. The first project, Ti-Games Maricá, took place three years ago, encompassing 50 schools in Maricá, in the State of Rio de Janeiro, and consisted of a school versus school game tournament, a series of workshops, talks, and other activities involving games. The research’s main goal was to observe the impact of games in schools on increasing students’ self-esteem and professional perspectives in technological fields. Another goal was to improve the use of technology in schools beyond administrative tools, attending to one of BNCC’s recommendations. Based on the massive popularity of electronic games as a hobby for young Brazilians perceived in this previous project, the EducaTech-RJ project, on the other hand, consists of workshops that involve students on the theme “culture and digital literacy with a focus on computer games.” The target audience is all the secondary schools of Rio de Janeiro State, engaging 1231 schools. The project aims to increase student's awareness of the possibilities of adopting, manipulating, and creating technology. The workshops are also an opportunity to collect data about technology adoption and envision technology as an educational tool in schools. |
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Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitudeTechnology AdoptionGamesDigital CultureDigital LiteracyFactors impacting technology adoption encompass technical, organizational, and human issues. This paper shows two projects that aim to develop students’ digital aptitude by promoting a culture change from a game prejudiced environment into a habitat of technology-prone users. The first project, Ti-Games Maricá, took place three years ago, encompassing 50 schools in Maricá, in the State of Rio de Janeiro, and consisted of a school versus school game tournament, a series of workshops, talks, and other activities involving games. The research’s main goal was to observe the impact of games in schools on increasing students’ self-esteem and professional perspectives in technological fields. Another goal was to improve the use of technology in schools beyond administrative tools, attending to one of BNCC’s recommendations. Based on the massive popularity of electronic games as a hobby for young Brazilians perceived in this previous project, the EducaTech-RJ project, on the other hand, consists of workshops that involve students on the theme “culture and digital literacy with a focus on computer games.” The target audience is all the secondary schools of Rio de Janeiro State, engaging 1231 schools. The project aims to increase student's awareness of the possibilities of adopting, manipulating, and creating technology. The workshops are also an opportunity to collect data about technology adoption and envision technology as an educational tool in schools.Brazilian Computer Society2022-12-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/268610.5753/jis.2022.2686Journal of Interactive Systems; v. 13 n. 1 (2022); 400-409Journal on Interactive Systems; Vol. 13 No. 1 (2022); 400-4092763-771910.5753/jis.2022reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/2686/2134Copyright (c) 2022 Victor Prado, Carla Delgado, Mônica Ferreira da Silva, Alexandre Castanhola Gurgel, Waldir Siqueira Moura, Tales Gomes, Rodrigo Lima, Roberto Farias, Leandro Mendonça do Nascimento, Lorena Pires Griõnhttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessPrado, VictorDelgado, CarlaSilva, Mônica Ferreira daGurgel, Alexandre CastanholaMoura, Waldir SiqueiraGomes, TalesLima, RodrigoFarias, RobertoNascimento, Leandro Mendonça doGriõn, Lorena Pires2023-10-12T20:47:54Zoai:ojs2.sol.sbc.org.br:article/2686Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:47:54Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false |
dc.title.none.fl_str_mv |
Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude |
title |
Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude |
spellingShingle |
Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude Prado, Victor Technology Adoption Games Digital Culture Digital Literacy |
title_short |
Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude |
title_full |
Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude |
title_fullStr |
Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude |
title_full_unstemmed |
Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude |
title_sort |
Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude |
author |
Prado, Victor |
author_facet |
Prado, Victor Delgado, Carla Silva, Mônica Ferreira da Gurgel, Alexandre Castanhola Moura, Waldir Siqueira Gomes, Tales Lima, Rodrigo Farias, Roberto Nascimento, Leandro Mendonça do Griõn, Lorena Pires |
author_role |
author |
author2 |
Delgado, Carla Silva, Mônica Ferreira da Gurgel, Alexandre Castanhola Moura, Waldir Siqueira Gomes, Tales Lima, Rodrigo Farias, Roberto Nascimento, Leandro Mendonça do Griõn, Lorena Pires |
author2_role |
author author author author author author author author author |
dc.contributor.author.fl_str_mv |
Prado, Victor Delgado, Carla Silva, Mônica Ferreira da Gurgel, Alexandre Castanhola Moura, Waldir Siqueira Gomes, Tales Lima, Rodrigo Farias, Roberto Nascimento, Leandro Mendonça do Griõn, Lorena Pires |
dc.subject.por.fl_str_mv |
Technology Adoption Games Digital Culture Digital Literacy |
topic |
Technology Adoption Games Digital Culture Digital Literacy |
description |
Factors impacting technology adoption encompass technical, organizational, and human issues. This paper shows two projects that aim to develop students’ digital aptitude by promoting a culture change from a game prejudiced environment into a habitat of technology-prone users. The first project, Ti-Games Maricá, took place three years ago, encompassing 50 schools in Maricá, in the State of Rio de Janeiro, and consisted of a school versus school game tournament, a series of workshops, talks, and other activities involving games. The research’s main goal was to observe the impact of games in schools on increasing students’ self-esteem and professional perspectives in technological fields. Another goal was to improve the use of technology in schools beyond administrative tools, attending to one of BNCC’s recommendations. Based on the massive popularity of electronic games as a hobby for young Brazilians perceived in this previous project, the EducaTech-RJ project, on the other hand, consists of workshops that involve students on the theme “culture and digital literacy with a focus on computer games.” The target audience is all the secondary schools of Rio de Janeiro State, engaging 1231 schools. The project aims to increase student's awareness of the possibilities of adopting, manipulating, and creating technology. The workshops are also an opportunity to collect data about technology adoption and envision technology as an educational tool in schools. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-12-20 |
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/2686 10.5753/jis.2022.2686 |
url |
https://sol.sbc.org.br/journals/index.php/jis/article/view/2686 |
identifier_str_mv |
10.5753/jis.2022.2686 |
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/2686/2134 |
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. 13 n. 1 (2022); 400-409 Journal on Interactive Systems; Vol. 13 No. 1 (2022); 400-409 2763-7719 10.5753/jis.2022 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_ |
1796797411434168320 |