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Artigos de revistas sobre o assunto "Educational games"
Van Horn, Royal. "Educational Games". Phi Delta Kappan 89, n.º 1 (setembro de 2007): 73–74. http://dx.doi.org/10.1177/003172170708900114.
Texto completo da fonteEkaputra, Kresna Septyana, Rezki Yuniarti e Agus Komarudin. "Educational Game Design for Introduction to Immune Systems in Biology Learning at High School". JUMANJI (Jurnal Masyarakat Informatika Unjani) 6, n.º 1 (31 de maio de 2022): 11. http://dx.doi.org/10.26874/jumanji.v6i1.102.
Texto completo da fonteHeintz, Stephanie, e Effie L. C. Law. "Digital Educational Games". ACM Transactions on Computer-Human Interaction 25, n.º 2 (26 de abril de 2018): 1–47. http://dx.doi.org/10.1145/3177881.
Texto completo da fonteSmith, D. R., e E. Munro. "Educational card games". Physics Education 44, n.º 5 (26 de agosto de 2009): 479–83. http://dx.doi.org/10.1088/0031-9120/44/5/004.
Texto completo da fonteMill, Daniel, Priscila Andreoni Ribeiro e Braian Veloso. "WRITING EDUCATIONAL GAMES". Conhecimento & Diversidade 15, n.º 37 (19 de junho de 2023): 310–35. http://dx.doi.org/10.18316/rcd.v15i37.10909.
Texto completo da fonteYaman, Havva, Şeyma Nur Bekar, Hakan Yildiz, Salih Koyun e Sibel Er Nas. "Secondary School Students’ Cognitive Structures Regarding Educational Games". Science Education International 34, n.º 1 (1 de março de 2023): 15–24. http://dx.doi.org/10.33828/sei.v34.i1.2.
Texto completo da fonteSillaots, M., e I. Maadvere. "Students designing educational games". EAI Endorsed Transactions on Game-Based Learning 1, n.º 1 (20 de março de 2013): e7. http://dx.doi.org/10.4108/trans.gbl.01-06.2013.e7.
Texto completo da fonteNoemí, Peña-Miguel, e Sedano Hoyuelos Máximo. "Educational Games for Learning". Universal Journal of Educational Research 2, n.º 3 (março de 2014): 230–38. http://dx.doi.org/10.13189/ujer.2014.020305.
Texto completo da fonteMünz, Ulrich, Peter Schumm e Frank Allgöwer. "Educational Games in Control". IFAC Proceedings Volumes 41, n.º 2 (2008): 12625–30. http://dx.doi.org/10.3182/20080706-5-kr-1001.02136.
Texto completo da fonteFlowers, Lamont A. "Testing educational digital games". Communications of the ACM 64, n.º 9 (setembro de 2021): 38–40. http://dx.doi.org/10.1145/3450758.
Texto completo da fonteTeses / dissertações sobre o assunto "Educational games"
Gong, Haojue. "RESEARCH ON THE GAME MECHANISM OF EDUCATIONAL GAMES – THINK ABOUT HOW TO CHOOSE THE SUITABLE GAME MECHANISMS WHEN DESIGNING EDUCATIONAL GAMES". Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20957.
Texto completo da fonteTODOR, ROBERTO. "TAXONOMY OF EDUCATIONAL GAMES". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=33669@1.
Texto completo da fonteCONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
As tecnologias da informação e comunicação (TICs) vêm avançando de forma continuada e se amalgamando à cultura de uma grande parcela da juventude mundial, inclusive a brasileira. Nessa pesquisa, citamos o processo pelo qual está passando os espaços de ensino-aprendizagem, do qual, aos poucos, estão acolhendo a demanda desse público-alvo, de jovens estudantes, que desejam estar conectados durante suas atividades escolares. Contudo, muitos games com suas habilidades e competências têm contribuído para o aprendizado e podem cumprir muitas tarefas, inclusive a de reaproximar estudantes que estejam desestimulados com o ensino do dia-a-dia. A sociedade, por sua vez, vem acompanhando esse processo e, nesse documento, apresentamos um histórico de como evoluímos com os games desde os arcades até chegarem aos celulares. Como consequência dessa evolução tecnológica, há uma profusão de títulos de games para os dispositivos móveis, muitos deles educativos, o que vem de encontro com a necessidade de crianças e jovens em idade escolar. Em seguida, apresentamos um estudo dos artifícios que fazem desses games tão atrativos a esse público. Com todo esse subsídio, a pesquisa propõe a formatação de uma taxonomia para games educativos, a fim de oferecer subsídios para que alunos, seus pais e professores tenham facilidade em identificar games que possam contribuir para o seu aprendizado.
Information and communication technologies have been consistently moving forward and impacting a segment of the youth population across cultures, including Brazil. In this research paper we examine the transformations occurring in the field of education, both from a teaching and a learning perspective. These two arenas have gradually been taking on current demands from their target audience, the youth, who desire to stay connected while performing their typical school work. As a result, many educational games emphasizing particular skills contribute to learning and can end up playing a number of roles, one of wich is to reengage demotivated students in their day to day learning activities. Meanwhile, society as a whole has been paralleling this transformation. This paper presents a history of the evolution of games, from the arcades to the latest cell phone platforms, and how the myriad of mobile educational games has been meeting the academic needs of school age children. We present a closer look at the tools and devices that make them so attractive to this particular age segment of the population. Our research proposes the implamentation of taxonomy exclusively of educational games, aiming to facilitate their identification of games that contribute to learning for students and their parents and teachers.
COSTA, LEANDRO DEMENCIANO. "WHAT THE ENTERTAINMENT GAMES HAVE THAT THE EDUCATIONAL GAMES DO NOT HAVE: PRINCIPLES TO PROJECT EFFICIENT EDUCATIONAL GAMES". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11728@1.
Texto completo da fonteDeterminar a diversão e o entretenimento como prioridades de projeto de um jogo com finalidade pedagógica parecia um tanto incoerente. Mas esta decisão nasceu da percepção de que jogos de entretenimento, que divertem e entretêm seus jogadores, funcionam muito bem em ambientes de ensino e aprendizagem - isto é notável no RPG e no Xadrez, por exemplo. Deste desafio, nasceu um jogo com fim pedagógico - A Dama da Música - que se mostrou mais efetivo que muitos jogos projetados com este objetivo. Isto confirmou a percepção inicial e reforçou uma hipótese a respeito dela, motivando a pesquisa desenvolvida na presente dissertação. Apoiando-se fundamentalmente na ótica estruturalista da Gestalt, com Max Wertheimer e Kurt Lewin, e com o respaldo de Jean Piaget, iniciou-se uma investigação sobre casos onde a aplicação de jogos de entretenimento para fins pedagógicos produziu resultados muito acima da média dos jogos projetados com este objetivo. Guiada pela pergunta: O que os jogos de entretenimento têm que os jogos com fins pedagógicos não têm? a pesquisa desenvolveu-se por meio do estudo detalhado de jogos existentes no mercado que têm fins pedagógicos declarados. Realizou-se, também, uma análise do projeto A Dama da Música com a finalidade de compreender o método projetual realizado.
Determining fun and entertainment as priorities of a educational game project was a little bit incoherent. However, this decision has its source in the well function perception of the entertainment games, which give its players amusement and entertainment, in an educational environment - it can be realized in RPG games and Chess, for example. This challenge resulted in a educational game - A Dama da Música - which is more effective than many other games with the same purpose. This fact confirmed the initial perception and reinforced a hypothesis about it, motivating the research that is developed in this paper. Based on the Gestalt structuralist view, defended by Max Wertheimer and Kurt Lewin, and according to Jean Piaget`s endorsement, an investigation about the cases where the use of entertainment games for pedagogical purposes produced results much better than the average produced by the games projected to this objective was started. Guided by the question: What the entertainment games have that the educational games do not have?, the research was developed through a detailed study of the games that have pedagogical purposes. An analysis of the project A Dama da Música was also developed in order to understand the method used on its project.
Tollefsrud, John Ola. "The Educational Game Editor : The Design of a Program for Making Educational Computer Games". Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9284.
Texto completo da fonteThis report is about computer game based learning, how to make a program for making educational games, the possibilities to use a hypermedia structure for storage of the data in an educational game, and different learning theories related to computer game based learning. The first part is about the different learning theories behaviourism, cognitivism, constructivism, socio-constructivism, and situated learning. The different theories are related to learning games, and a classification of game based learning is also given. Hypermedia is a smart and efficient way of organizing data, and is a relevant solution for use in education and games. The relationship between data, information and wisdom is central, and how the hypermedia base is constructed and different information structures are described. The advantages and limitations of use of hypermedia in education are discussed, and examples of use, as in OPSYS and the Mobile instruction system, are given. There exist some computer games for use in higher education, and some of them are described. To make a good educational, many certain requirements have to be fulfilled both aspects in game design and learning aspects. The main part of the report is about the Educational Game Editor. The idea is to design a program for making computer games for use in education. Before the design, the Software Requirements Specification is presented, containing functional and quality requirements, and scenarios to exemplify the requirements. The conceptual design of the program gives an overall description and describes the phases of creating a game and the elements the game consists of: file management, object management, Library, and Tools. The main architectural drivers are usability and availability. The program must be easy to use and be stable and not crash. An example of making a simple game about the history of Trondheim explains how to use the program in steps, and gives a good guide for the users to make their own game.
Heintz, Stephanie Alexandra. "Digital educational games : methodologies for evaluating the impact of game type". Thesis, University of Leicester, 2016. http://hdl.handle.net/2381/37613.
Texto completo da fonteGibson, Benjamin Ian. "Educational Games for Teaching Computer Science". Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9239.
Texto completo da fonteBenkar, Rohan Sudhir. "Configurable Persuasive Games". The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1373323538.
Texto completo da fonteErickson, Darald Eugene. "The games teachers play: Students' opinions of educational games in the secondary classroom". CSUSB ScholarWorks, 2000. https://scholarworks.lib.csusb.edu/etd-project/1650.
Texto completo da fonteCarr, John. "Educational games to engage the un-engageable". Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/13329/.
Texto completo da fonteChe, Pee Naim. "Computer games use in an educational system". Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12297/.
Texto completo da fonteLivros sobre o assunto "Educational games"
Foundation, Atma Vidya Educational, ed. Educational board games. London: Sangam Books, 1997.
Encontre o texto completo da fonteOskretkov, Vladimir, Evgeniy Ceymah e Svetlana Maslikova. General surgery. Educational games. ru: INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1898402.
Texto completo da fonteSmith, Cynthia. Games: An educational tool. Portsmouth (55 Athena Ave., Crookhorn, Portsmouth, PO7 8AN): C.Smith, 1988.
Encontre o texto completo da fonteGoldberg, Sally. Growing with games: Making your own educational games. Ann Arbor: University of Michigan Press, 1985.
Encontre o texto completo da fonteGoddard, Sally. Games that work. Edmonton: Reidmore Books, 1995.
Encontre o texto completo da fontePatty, McCloskey, ed. Holiday games. Dana Point, CA: Edupress, 1990.
Encontre o texto completo da fonteFrej, Edvardsen, e Kulle Halsten, eds. Educational games: Design, learning, and applications. Hauppauge, N.Y: Nova Science Publishers, 2009.
Encontre o texto completo da fonteMiniard, Linda. Games that teach. [Nashville, Tenn.?]: Convention Press, 1993.
Encontre o texto completo da fonteSchrier, Karen. Learning, education and games. [Pittsburgh, PA]: ETC Press, 2014.
Encontre o texto completo da fonteGibson, Ray. Learning games. [Tulsa, OK]: [Edc publ.], 1993.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Educational games"
Grace, Lindsay. "Educational Games". In Doing Things with Games, 65–82. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2019. http://dx.doi.org/10.1201/9780429429880-4.
Texto completo da fonteTopping, Keith J. "Educational Games". In Improving Thinking in the Classroom, 196–206. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003402183-17.
Texto completo da fonteHoblitz, Anna. "Serious Games und Educational Games". In Spielend Lernen im Flow, 13–56. Wiesbaden: Springer Fachmedien Wiesbaden, 2015. http://dx.doi.org/10.1007/978-3-658-11376-6_2.
Texto completo da fonteAl-Worafi, Yaser. "Educational Games in Pharmacy Education". In A Guide to Online Pharmacy Education, 265–72. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003230458-42.
Texto completo da fonteHamdaoui, Nabila, Mohammed Khalidi Idrissi e Samir Bennani. "Adaptive Educational Games Using Game Metrics". In Proceedings of the Third International Afro-European Conference for Industrial Advancement — AECIA 2016, 198–208. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60834-1_21.
Texto completo da fonteSöbke, Heinrich, e Jörg Londong. "Educational Opportunities of a Social Network Game". In Serious Games, 63–76. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19126-3_6.
Texto completo da fonteKalmpourtzis, George. "Pedagogy and Games". In Educational Game Design Fundamentals, 79–112. Boca Raton, FL : CRC Press, 2018.: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315208794-3.
Texto completo da fonteBrom, Cyril, e Vit Sisler. "Designing Educational Computer Games". In Encyclopedia of the Sciences of Learning, 931–34. Boston, MA: Springer US, 2012. http://dx.doi.org/10.1007/978-1-4419-1428-6_985.
Texto completo da fonteAnnetta, Leonard A., Richard Lamb e Marcus Stone. "Assessing Serious Educational Games". In Serious Educational Game Assessment, 75–93. Rotterdam: SensePublishers, 2011. http://dx.doi.org/10.1007/978-94-6091-329-7_5.
Texto completo da fonteLeung, Clement, Yuanxi Li, Jiming Liu e Alfredo Milani. "Community Adaptive Educational Games". In Lecture Notes in Computer Science, 45–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-20539-2_6.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Educational games"
Dos Santos, Wilk Oliveira, e Clovis Gomes Da Silva Junior. "Challenges of Games Virtualization Applied to Educational". In V Workshop de Desafios da Computação aplicada à Educação. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/desafie.2016.9160.
Texto completo da fonteCirnu, Carmen elena, Zlatko Nedelko, Ioana andreea Stefan, Antoniu Stefan e Daniela Militaru. "THE EDUCATIONAL POTENTIAL OF COMMERCIAL COMPUTER GAMES". In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-143.
Texto completo da fonteGheorghe, Ancuta florentina, Monica Crintescu, Carmen elena Cirnu, Daniel Beligan, Ioana andreea Stefan e Antoniu Stefan. "PROTOTYPING DIGITAL EDUCATIONAL GAMES". In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-044.
Texto completo da fonteBeligan, Daniel, e Dragos Barbieru. "CASE STUDY REGARDING THE ASSESSMENT OF EDUCATIONAL GAMES". In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-041.
Texto completo da fonteStefan, Antoniu, Ioana andreea Stefan, Jannicke Baalsrud hauge e Sylvester Arnab. "APPROACHING ASSESSMENT IN EDUCATIONAL GAMES". In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-070.
Texto completo da fonteMoshirnia, Andrew. "The Educational Potential of Modified Video Games". In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.
Texto completo da fonte"Increasing Intrinsic Motivation of Programming Students: Towards Fix and Play Educational Games". In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3996.
Texto completo da fonteFisch, Shalom M. "Making educational computer games "educational"". In Proceeding of the 2005 conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1109540.1109548.
Texto completo da fonteOmar, Nurul Nisa, Lim Yan Peng e Tengku Putri Norishah. "Educational online games". In ACE 2015: 12th International Conference on Advances in Computer Entertainment Technology. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2832932.2832973.
Texto completo da fonteHammedi, Sanda, Fathi Essalmi, Mohamed Jemni e Alaa A. Qaffas. "An investigation of AI in games: educational intelligent games vs non-educational games". In 2020 International Multi-Conference on: “Organization of Knowledge and Advanced Technologies” (OCTA). IEEE, 2020. http://dx.doi.org/10.1109/octa49274.2020.9151738.
Texto completo da fonteRelatórios de organizações sobre o assunto "Educational games"
Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha e Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], setembro de 2019. http://dx.doi.org/10.31812/123456789/3242.
Texto completo da fonteJane Hornickel, Jane Hornickel. Educational computer games: How long do benefits last? Experiment, junho de 2014. http://dx.doi.org/10.18258/2780.
Texto completo da fonteDevreese, Margaux. COMTOG Report on “Path Out”. European Center for Populism Studies (ECPS), maio de 2023. http://dx.doi.org/10.55271/rp0039.
Texto completo da fonteTusor, Anita. COMTOG Report on “The Light in the Darkness”. European Center for Populism Studies (ECPS), abril de 2023. http://dx.doi.org/10.55271/rp0038.
Texto completo da fonteSoroko, Nataliia V., Lorena A. Mykhailenko, Olena G. Rokoman e Vladimir I. Zaselskiy. Educational electronic platforms for STEAM-oriented learning environment at general education school. [б. в.], julho de 2020. http://dx.doi.org/10.31812/123456789/3884.
Texto completo da fonteStyugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, dezembro de 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.
Texto completo da fonteSymonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha e Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], fevereiro de 2020. http://dx.doi.org/10.31812/123456789/3759.
Texto completo da fonteFedorenko, Elena G., Nataliia V. Kaidan, Vladyslav Ye Velychko e Vladimir N. Soloviev. Gamification when studying logical operators on the Minecraft EDU platform. [б. в.], julho de 2021. http://dx.doi.org/10.31812/123456789/4624.
Texto completo da fonteIsmailova, L. Yu, O. O. Zhuravleva, O. I. Bazhenova, V. S. Zaytsev e I. O. Sleptsov. educational computer game "family meeting" (version 1.0). SIB-Expertise, julho de 2022. http://dx.doi.org/10.12731/er0578.04072022.
Texto completo da fontePochtoviuk, Svitlana I., Tetiana A. Vakaliuk e Andrey V. Pikilnyak. Possibilities of application of augmented reality in different branches of education. [б. в.], fevereiro de 2020. http://dx.doi.org/10.31812/123456789/3756.
Texto completo da fonte