Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/29998
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dc.contributor.authorReis, Maria Helena da Silvapt_PT
dc.contributor.authorAlmeida, Ana Margarida Piscopt_PT
dc.date.accessioned2020-12-11T11:57:52Z-
dc.date.available2020-12-11T11:57:52Z-
dc.date.issued2019-
dc.identifier.isbn978-972-789-619-6-
dc.identifier.urihttp://hdl.handle.net/10773/29998-
dc.description.abstractThe purpose of this paper is to present a research plan on the field of digital educational games evaluation. The study is intended to present a contribution to deepen knowledge on the key dimensions that should be considered in the design of a proposal for a digital application, which will allow the teacher to evaluate and select an educational game according to three indicators: motivation, user experience and learning. Moreover, it’s also intended to understand how the proposal may contribute to change teachers’ attitudes by motivating them for further use of game-based solutions in teaching. For this purpose, two cases will be used: the UNLOVE game and the SANDIEGO INC game. The upcoming study will be of exploratory nature, framed in the socio-critical paradigm, presenting itself as a mixed investigation in which qualitative and quantitative methods are combined and reconciled. Fifty-one 11th grade students in high school level of vocational education will participate in the research. For each game, a session will be held with the students. Then, a questionnaire for evaluation of gaming educational resources will be filled in. An interview will also be applied to each teacher of the class, which had a gaming session. In addition to this, as proposed by the Educational Design Research approach, discussion group dynamics will be created with a focus group of eight experts/teachers that may assist in the design of the digital application. The achieved design of re-search plan allowed a better understanding of the importance of increasing the adoption of this type of teaching strategy by the education professionals, enabling the teacher to use educational games more easily and confidently.pt_PT
dc.language.isoengpt_PT
dc.publisherUA Editorapt_PT
dc.rightsopenAccesspt_PT
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamespt_PT
dc.subjectEvaluationpt_PT
dc.subjectDigital resourcespt_PT
dc.subjectUser experiencept_PT
dc.subjectMotivationpt_PT
dc.subjectLearningpt_PT
dc.titleEvaluation of educational games: a research plan towards the proposal of a digital applicationpt_PT
dc.typeconferenceObjectpt_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
ua.event.date27-29 November, 2019pt_PT
degois.publication.firstPage30pt_PT
degois.publication.locationAveiropt_PT
degois.publication.titleVideojogos 2019: 11th International Conference on Videogames Sciences and Arts: book of abstractspt_PT
dc.relation.publisherversionhttps://ria.ua.pt/handle/10773/27038pt_PT
Appears in Collections:DeCA - Comunicações
DigiMedia - Comunicações

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