通过数字游戏创造可持续城市:对地理教学的建议

IF 2.8 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Studies in International Education Pub Date : 2023-11-08 DOI:10.5296/jse.v13i4.21424
Janaína Iara Alves Pereira do Nascimento, Ana Silvia D’Alessandro, Janaína Aparecida Pereira Paiva, Estaner Claro Romão
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引用次数: 0

摘要

使用贴近学生日常生活的方法,提高学生的参与度,促进有意义的学习,可以成为当今教育的关键。当前这代人被称为“数字原住民”,他们被涉及科技的活动所吸引,比如使用数字游戏。目前的研究是在圣保罗州内陆的一所私立学校对28名中学七年级的学生进行的,这是一项定性定量研究,以案例研究为方法。最初,学生们回答了一个预测试,旨在找出学生在申请项目之前已经掌握了该主题的哪些概念。地理学科选择的主题是2030年议程-可持续发展目标,特别是可持续发展目标11,涉及可持续城市和社区。在预测之后,我们就这个话题开了一个敏化课,并向他们提出了一个研究活动。在研究社会化之后,提出了涉及Minecraft游戏的提案,通过它,学生们可以以团队的形式创建一个可持续发展的城市,展示所获得的知识。为了衡量学习成果,使用的标准是由班主任制定的评分标准。因此,游戏有助于激发创造力,解决问题,克服通过先前建立的标准提出的挑战。最后,他们用视频创作和剪辑的方式展示了自己的发达城市。结果表明,由于80%的学生达到了中级和高级之间的水平,学习成绩有所提高。
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Creation of Sustainable Cities through Digital Game: A Proposal for the Teaching of Geography
The use of methodologies that approach the daily lives of students, generating greater engagement and meaningful learning, can become the key to education today. The current generation, the so-called Digital Natives, are attracted to activities that involve technologies, such as the use of digital games. The present research was carried out with 28 students, from the 7th year of Middle School, in a private school in the interior of the state of São Paulo, and it is qualitative-quantitative research, having the case study as an approach. Initially, the students answered a pre-test that sought to find out which concepts on the subject the students had already acquired before the application of the project. The chosen theme, within the Geography discipline, was the 2030 Agenda – Sustainable Development Goals, specifically SDG number 11 which deals with Sustainable Cities and Communities. After the pre-test, a sensitization class was held about the topic and proposed to them a research activity. After the socialization of the research, the proposal involving the Minecraft game was presented so that, through it, the students in teams could create a sustainable city, demonstrating the acquired knowledge. To measure the learning gains, the metric used was the rubric, established by the class teacher. As a result, the game contributed to stimulating creativity, solving problems, and overcoming challenges proposed through the criteria previously established. In the end, they presented their developed cities using video creation and editing. The results show a gain in learning since 80% of the students reached levels between intermediate and advanced.
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来源期刊
Journal of Studies in International Education
Journal of Studies in International Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
6.90
自引率
8.30%
发文量
30
期刊介绍: To broaden the discourse on the role of international cooperation and exchange in developing the human capacity to work in a global setting, the Journal of Studies in International Education provides a forum combining the research of scholars, models from practitioners in the public or private sector, and essays. The journal publishes research, essays, and reviews on international education. Articles place issues at the primary, secondary, higher education, professional exchange, and lifelong learning levels in a global context. Topics include: study abroad; curriculum reform; faculty development; and development assistance. Articles on related topics such as public policy and internationalization strategies also appear in the Journal.
期刊最新文献
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