Janaína Iara Alves Pereira do Nascimento, Ana Silvia D’Alessandro, Janaína Aparecida Pereira Paiva, Estaner Claro Romão
{"title":"通过数字游戏创造可持续城市:对地理教学的建议","authors":"Janaína Iara Alves Pereira do Nascimento, Ana Silvia D’Alessandro, Janaína Aparecida Pereira Paiva, Estaner Claro Romão","doi":"10.5296/jse.v13i4.21424","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":47802,"journal":{"name":"Journal of Studies in International Education","volume":"6 24","pages":"0"},"PeriodicalIF":2.8000,"publicationDate":"2023-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Creation of Sustainable Cities through Digital Game: A Proposal for the Teaching of Geography\",\"authors\":\"Janaína Iara Alves Pereira do Nascimento, Ana Silvia D’Alessandro, Janaína Aparecida Pereira Paiva, Estaner Claro Romão\",\"doi\":\"10.5296/jse.v13i4.21424\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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. 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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.
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.