<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1646-933x</journal-id>
<journal-title><![CDATA[Educação, Formação e Tecnologias]]></journal-title>
<abbrev-journal-title><![CDATA[Educ. Form. Tecnol.]]></abbrev-journal-title>
<issn>1646-933x</issn>
<publisher>
<publisher-name><![CDATA[Educom - Associação Portuguesa de Telemática Educativa]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1646-933x2013000100002</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Videojogos, serious games e simuladores na educação: usar, criar e modificar]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Lopes]]></surname>
<given-names><![CDATA[Nuno]]></given-names>
</name>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Oliveira]]></surname>
<given-names><![CDATA[Isolina]]></given-names>
</name>
</contrib>
</contrib-group>
<aff id="A02">
<institution><![CDATA[,Universidade Aberta  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2013</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2013</year>
</pub-date>
<volume>06</volume>
<numero>01</numero>
<fpage>04</fpage>
<lpage>20</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1646-933x2013000100002&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1646-933x2013000100002&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1646-933x2013000100002&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Nos últimos anos, surgiu um vasto conjunto de investigações que se têm focalizado nas potencialidades do uso de videojogos, serious games e simuladores no ensino. No presente artigo refletimos sobre o uso dos jogos eletrónicos na sociedade contemporânea, as características motivacionais que potenciam o uso destes recursos, assim como a possibilidade de desenvolver competências através do uso de tais ferramentas. A forma como se pode usar estes artefactos em contextos educativos e as possibilidades de criação e modificação destes para melhor adaptação a determinadas situações pedagógicas são temáticas também equacionadas nesta reflexão.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[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.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Videojogos]]></kwd>
<kwd lng="pt"><![CDATA[Serious Games]]></kwd>
<kwd lng="pt"><![CDATA[Educação]]></kwd>
<kwd lng="en"><![CDATA[Video Games]]></kwd>
<kwd lng="en"><![CDATA[Serious Games]]></kwd>
<kwd lng="en"><![CDATA[Education]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[  <font face="Arial, Helvetica, sans-serif"> <h2>Videojogos,  serious games e simuladores na educa&ccedil;&atilde;o: usar, criar e modificar.</h2> <h3>Video games, serious games and simulators in education:  use, create and modify.</h3>     <p>&nbsp;</p> <h4>Nuno  Lopes, Isolina Oliveira</h4> </font>      ]]></body><back>
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