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http://hdl.handle.net/10773/29998
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DC Field | Value | Language |
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dc.contributor.author | Reis, Maria Helena da Silva | pt_PT |
dc.contributor.author | Almeida, Ana Margarida Pisco | pt_PT |
dc.date.accessioned | 2020-12-11T11:57:52Z | - |
dc.date.available | 2020-12-11T11:57:52Z | - |
dc.date.issued | 2019 | - |
dc.identifier.isbn | 978-972-789-619-6 | - |
dc.identifier.uri | http://hdl.handle.net/10773/29998 | - |
dc.description.abstract | The 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.iso | eng | pt_PT |
dc.publisher | UA Editora | pt_PT |
dc.rights | openAccess | pt_PT |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | pt_PT |
dc.subject | Games | pt_PT |
dc.subject | Evaluation | pt_PT |
dc.subject | Digital resources | pt_PT |
dc.subject | User experience | pt_PT |
dc.subject | Motivation | pt_PT |
dc.subject | Learning | pt_PT |
dc.title | Evaluation of educational games: a research plan towards the proposal of a digital application | pt_PT |
dc.type | conferenceObject | pt_PT |
dc.description.version | published | pt_PT |
dc.peerreviewed | yes | pt_PT |
ua.event.date | 27-29 November, 2019 | pt_PT |
degois.publication.firstPage | 30 | pt_PT |
degois.publication.location | Aveiro | pt_PT |
degois.publication.title | Videojogos 2019: 11th International Conference on Videogames Sciences and Arts: book of abstracts | pt_PT |
dc.relation.publisherversion | https://ria.ua.pt/handle/10773/27038 | pt_PT |
Appears in Collections: | DeCA - Comunicações DigiMedia - Comunicações |
Files in This Item:
File | Description | Size | Format | |
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Poster_VJ_2019.pdf | 17.39 MB | Adobe PDF | View/Open | |
Abstract_VJ_2019.pdf | 32.6 kB | Adobe PDF | View/Open |
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