Technology adoption through games at Rio de Janeiro State: improving students’ digital aptitude

Detalhes bibliográficos
Autor(a) principal: Prado, Victor
Data de Publicação: 2022
Outros Autores: 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
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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spelling 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
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