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Publicação:
Education for Energy Efficiency through an Educational Game

dc.contributor.authorMesquita, Leonardo [UNESP]
dc.contributor.authorMonteiro, Marco Aurelio A. [UNESP]
dc.contributor.authorSena, Galeno J. de [UNESP]
dc.contributor.authorNinomiya, Mauricio P. [UNESP]
dc.contributor.authorCosta, Charles A. da [UNESP]
dc.contributor.institutionUniversidade Estadual Paulista (Unesp)
dc.date.accessioned2014-12-03T13:09:14Z
dc.date.available2014-12-03T13:09:14Z
dc.date.issued2013-01-01
dc.description.abstractThis paper presents an assessment of an educational game for teaching the efficient use of electricity. Developed with Adobe Flash (R), it is a virtual board game where participants choose a car that starts the path and reaches the same final goal, going through a number of track steps defined in terms of a dice that each player rolls in turn. The car moves if the participant is able to correctly answer a question that is randomly generated by the software. The objective of the game is to answer questions related to energy efficiency promoting a healthy and attractive learning process for participants on concepts related to energy efficiency such as: the rational use of energy, the basic concepts of forms of energy generation, among others. The main objective of this paper is to assess the impact of the application of this virtual game in the teaching and learning process of high school students. Therefore, the game was applied in the discipline of physics in a class of junior high public school in the state of Sao Paulo. Initially, the class that had 43 students was divided into 10 groups of 4 students, and 1 group of 3 students. Each student group competed with one another. The idea was that each of them should indicate a student who was the representative of this group until only 4 group leaders were selected for the finals. At this stage, each student could interact with a group of up to ten students that acted as advisers. The adopted assessment process is based on the model proposed by Savi [7]. Then, at the end of the game, the students answered a prepared questionnaire based on the model proposed by Savi. According to Savi, although there are significant studies that show the importance of educational games for the process of cognitive development and learning concepts of students, there are few papers that present forms of assessing the potential of these resources. Thus, the assessment criteria proposed by Savi are based on the model of training evaluation by Kirkpatrick [3], taken as a reference to measure the efficiency of processes of continuing education courses for professionals. The authors assert that the metric of the evaluation proposed to assess the game is based on the first level of the model proposed by Kirkpatrick.en
dc.description.affiliationUNESP Sao Paulo State Univ, Sao Paulo, Brazil
dc.description.affiliationUnespUNESP Sao Paulo State Univ, Sao Paulo, Brazil
dc.format.extent6
dc.identifierhttp://dx.doi.org/10.1109/FIE.2013.6684881
dc.identifier.citation2013 IEEE Frontiers In Education Conference. New York: IEEE, 6 p., 2013.
dc.identifier.issn0190-5848
dc.identifier.lattes9338079447464341
dc.identifier.urihttp://hdl.handle.net/11449/112099
dc.identifier.wosWOS:000330839100112
dc.language.isoeng
dc.publisherIeee
dc.relation.ispartof2013 IEEE Frontiers In Education Conference
dc.relation.ispartofsjr0,218
dc.rights.accessRightsAcesso aberto
dc.sourceWeb of Science
dc.subjecteducational gameen
dc.subjectgame-based learningen
dc.subjecteducationen
dc.subjectenergy efficiencyen
dc.titleEducation for Energy Efficiency through an Educational Gameen
dc.typeTrabalho apresentado em evento
dcterms.licensehttp://www.ieee.org/publications_standards/publications/rights/rights_policies.html
dcterms.rightsHolderIeee
dspace.entity.typePublication
unesp.author.lattes9338079447464341
unesp.campusUniversidade Estadual Paulista (UNESP), Faculdade de Engenharia, Guaratinguetápt
unesp.departmentEngenharia Elétrica - FEGpt

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