SciELO - Scientific Electronic Library Online

 
vol.06 número01Análise de conteúdo da comunicação assíncrona: considerações metodológicas e recomendações práticas índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados

Revista

Articulo

Compartir


Educação, Formação e Tecnologias

versión On-line ISSN 1646-933X

Resumen

LOPES, Nuno  y  OLIVEIRA, Isolina. Videojogos, serious games e simuladores na educação: usar, criar e modificar. Educ. Form. Tecnol. [online]. 2013, vol.06, n.01, pp.04-20. ISSN 1646-933X.

In recent years, there has been a vast amount of research focusing on the potentiality of using video games, serious games and simulations in education. In this article we reflect on the use of electronic games in contemporary society, the motivational characteristics that enhance the use of these resources, as well as the opportunity to develop skills through the use of such tools. The ways these artefacts can be used in educational contexts and the possibilities of creating and modifying them to increase their adaptation to specific pedagogical situations will also be addressed in this paper.

Palabras clave : Video Games; Serious Games; Education.

        · resumen en Portugués     · texto en Portugués     · Portugués ( pdf )