Games, games, gamification and maker culture in the education and learning process - (2022)

Acessos: 31

Maria Aparecida de Souza Medeiros

Volume: 1 - Issue: 1

Resumo. The current world is constantly undergoing technological innovations and it is quite common to use them as tools in learning due to the countless benefits associated with different areas of human development. The purpose of this article is to carry out a literature review presenting an overview and concepts about games, games, gamification and maker culture in the education and learning process. In this research, it was possible to perceive the important role of educators in the teaching and learning process and in the transmission of knowledge through the adoption of didactic strategies that go beyond the traditional methods of the past. One of the pedagogical practices that favor student engagement is the use of games and games that arouse interest and facilitate the learning and cognitive development and skills of children and even young people and adults in a multidisciplinary way. Gamification and the maker movement emerge to expand and contribute to this educational development where the student learns to learn by doing in a more meaningful and structured way.

Idioma: English

Registro: 2023-10-13 09:36:41

https://brazilianjournalofscience.com.br/revista/article/view/6

10.14295/bjs.v1i1.6