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Digital and Scientific Literacy with Games: A Pedagogical Process Based on System Engineering
Author(s) -
Ana Paula Cavadas Rodrigues,
Raquel Moreira Machado Fernandes,
Leniah Lima Teixeira,
Gabrielle Bandeira Alves,
Carlo Emmanoel Tolla de Oliveira,
Cláudia Lage Rebello da Motta
Publication year - 2021
Publication title -
journal on interactive systems
Language(s) - English
Resource type - Journals
ISSN - 2763-7719
DOI - 10.5753/jis.2021.1885
Subject(s) - creativity , mathematics education , process (computing) , computer science , digital literacy , literacy , scientific literacy , outcome (game theory) , psychology , knowledge management , pedagogy , science education , social psychology , mathematics , mathematical economics , operating system
This study presents a Brazilian teaching-learning experience in basic education where game development is used to promote both digital and scientific literacy throughout the National Common Curricular Base (BNCC). Focused on students’ cognitive aspects, the approach presents a pedagogical architecture based on systems development. Thus, it was possible to catalyze convergence between interest in the Science curricular program and the result of knowledge acquisition  - such as skills development - by its means. The experiment was carried out centered on genetics studies where students collaboratively produced a digital game, improving in school assessment performance as an outcome. Therefore, we corroborate the effectiveness of creating games as an educational strategy able to optimize aspects of creativity, communication, collaboration, logical reasoning, problem-solving, abstract thinking and resilience. 

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