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Guidelines for the development of educational games to motivate the learning of theoretical concepts in Engineering and Computing courses

dc.contributor.authorYuxuan, Chen [UNESP]
dc.contributor.authorSouza, Rogéria C. G. [UNESP]
dc.contributor.authorContessoto, Allan G. [UNESP]
dc.contributor.authorAmorim, Anderson R. [UNESP]
dc.contributor.institutionUniversidade Estadual Paulista (Unesp)
dc.date.accessioned2021-06-25T10:21:21Z
dc.date.available2021-06-25T10:21:21Z
dc.date.issued2021-01-01
dc.description.abstractEducational software, especially gaming, have been the target of research in different areas due to their potential benefits in promoting more dynamic, interactive, and motivating learning. The use of educational games for teaching in Engineering and Computing courses, such as Electrical Engineering, Computer Engineering, Software Engineering, and Computer Science, given the familiarity of these students with computers, can promote greater engagement in the study of theoretical concepts. However, existing educational games still lack the good motivational quality considered essential to ensure real learning. In this context, this paper defines guidelines that address the development of educational games focusing on motivational quality. To support the definition of these guidelines, different motivational methods, together with the attributes that can be improved in a student such as autonomy, effort, and overcoming, were analyzed. These guidelines were applied in the development of an educational game prototype as proof of concept to confirm its effective applicability and its contributions to motivate students. The prototype was assessed by 118 students of the higher education in Computing for 15 days. The majority of participants in the assessment process attested that the prototype meets the motivational quality subcriteria, promoting fun (55%), challenge (68%), social interaction (59%), and feeling of satisfaction (74%). It was then possible to verify its attendance to the desired motivational quality and attest to the potential of the established guidelines.en
dc.description.affiliationDepartment of Computer Science and Statistic São Paulo State University—UNESP
dc.description.affiliationUnespDepartment of Computer Science and Statistic São Paulo State University—UNESP
dc.identifierhttp://dx.doi.org/10.1002/cae.22387
dc.identifier.citationComputer Applications in Engineering Education.
dc.identifier.doi10.1002/cae.22387
dc.identifier.issn1099-0542
dc.identifier.issn1061-3773
dc.identifier.scopus2-s2.0-85099959183
dc.identifier.urihttp://hdl.handle.net/11449/205795
dc.language.isoeng
dc.relation.ispartofComputer Applications in Engineering Education
dc.sourceScopus
dc.subjecteducational software
dc.subjectgames
dc.subjectguidelines
dc.subjectmotivational quality
dc.titleGuidelines for the development of educational games to motivate the learning of theoretical concepts in Engineering and Computing coursesen
dc.typeArtigo
dspace.entity.typePublication
unesp.author.orcid0000-0002-7449-9022[2]

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