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Escape Room: uma proposta de jogo pedagógica no escopo da educação técnica de nível médio
Author(s) -
Guilherme da Silva Lima,
Ederson dos Santos Ramalho,
Juliana Ventura de Souza Fernandes,
Edio da Costa
Publication year - 2020
Publication title -
forscience
Language(s) - English
Resource type - Journals
eISSN - 2318-6356
pISSN - 2318-6097
DOI - 10.29069/forscience.2020v8n2.e851
Subject(s) - humanities , philosophy , pedagogy , psychology
This paper elaborates and discusses the construction steps of an original pedagogical game for applications in classes of technical courses in electronics integrated to high school. It is shown that with small modifications, the proposed game can be developed in classes of other technical courses, as well as in classes of conventional high school. The necessary adjustments lie in changing the focus of the discussions initially proposed in the game. It is well known that currently, several pedagogical games are successfully applied in high school and university Como citar este artigo: LIMA, G. da S. et al. Escape room: uma proposta de jogo pedagógico no escopo da educação técnica de nível médio. ForScience, Formiga, v. 8, n. 2, e00851, jul./dez. 2020. DOI: 10.29069/forscience.2020v8n2.e851 Autor para correspondência: Guilherme da Silva Lima, e-mail: guilherme.silva@ifmg.edu.br. LIMA, G. da S. et al. Escape room: uma proposta de jogo pedagógica no escopo da educação técnica de nível médio 2 ForScience, Formiga, v. 8, n. 2, e00851, jul./dez. 2020 education scope, but the game proposed in this paper is based on an alternative still little explored: the Escape Room game. Observing the low dissemination of this game among educators, it is necessary to describe in detail the itinerary followed for its development to enable an effective reproducibility. The proposed game is another teaching methodology that can be used by educators who aim to diversify the teaching and learning process, since after a slight adaptation of the game to the reality of their classroom, the play activity will be ready, which optimizes the time for planning the teaching activity. In addition, the interdisciplinarity achieved by the challenges of the game allows a wide discussion of transversal contents, which enriches the learning of students and teachers.

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