Technology Innovation - Electronic Game in the Brazilian Higher Education



Título del documento: Technology Innovation - Electronic Game in the Brazilian Higher Education
Revista: Journal of technology management & innovation
Base de datos: CLASE
Número de sistema: 000408075
ISSN: 0718-2724
Autores: 1
1
1
Instituciones: 1Centro Federal de Educacao Tecnologica Celso Suckow da Fonseca, Programa de Pos-Graduacao em Tecnologia, Rio de Janeiro. Brasil
Año:
Periodo: Oct
Volumen: 7
Número: 3
Paginación: 32-43
País: Chile
Idioma: Inglés
Tipo de documento: Artículo
Enfoque: Analítico, descriptivo
Resumen en inglés The Information and Communication Technologies provide a world of discoveries, relations and leanings, presenting possibilities that can help the teaching and learning process to adapt to the new social dynamics introduced by its use. The electronic games (video games), in particular, for its playful nature and because they are familiar to the young people, may provide a great assistant in this adaptation. The research presented here takes a theoretical framework based on Brazilian and international reference authors, to through action research, implement video games about financial mathematics, in a discipline of a higher education course of a public university in Brazil. The results confirm that the use of electronic games is well received by the students, showing that they perceived them as a motivating practice and as an introductory agent of a new process of teaching and learning for higher education
Disciplinas: Administración y contaduría,
Educación,
Ciencia y tecnología
Palabras clave: Administración de instituciones,
Administración de la educación,
Tecnología,
Educación superior,
Universidades,
Juegos educativos,
Videojuegos,
Innovación
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