Sep 052019
 

procuro aceder ao livro/i seek access to the book:

Historia Ludens: The Playing Historian editado por: Alexander von Lünen, Katherine J. Lewis, Benjamin Litherland, Pat Cullum

“This book aims to further a debate about aspects of “playing” and “gaming” in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using “play” as a paradigm for novel approaches into historical scholarship. “Playing” and “gaming” are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike.”

+infos(preview): LINK

 

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Jun 252019
 

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Super Mario Seriality: Nintendo’s Narratives and Audience Targeting within the Video Game Console Industry

“At the conclusion of Super Mario Bros. (1986), the archetypal side-scrolling platform game, the player-character Mario confronts his arch-nemesis Bowser for the first time. The demonic monster Bowser — King of the Koopa — awaits Mario upon a drawbridge spanning a lava sea. The player’s game-long narrative goal is Mario’s freeing of Princess Peach by defeating Bowser, her captor;1 the player must guide Mario beneath the Koopa King, who hops up and down hurling axes, having him then leap upon a larger glowing axe hovering at the opposite end of the drawbridge. Successful completion of this task results in the disintegration of the drawbridge and Bowser’s descent into the lava below upon which Mario enters an adjacent room where Peach awaits. Screen text conveys her highness’ gratitude — ‘Thank you Mario!’, confirming that the hero’s ‘quest is over’.”

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Jun 022019
 

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Developing the STEM Experience for In-Service Primary Teachers through Micro-controlling Hardware and Coding

“This paper presents the design and implementation of a technological literacy course in professional development training for a diverse group of in-service primary teachers in Hong Kong. A set of micro-controlling hardware was chosen such that not only the controlling and coding barriers are acceptable to the teachers but that their pupils can also adopt the easy-to-use hardware and software to create STEM projects in primary schools. The hands-on training seeks to broaden their technological experiences in various interfacing and sensing activities. The coding challenge is reduced by introducing visual programming, thereby allowing the learners to focus on real- world problems in the STEM disciplines. Details of the course are provided and the assessment projects by Engineering Design Process are illustrated in this paper. The quantitative evaluation of teachers in their micro-controlling experience is provided.”

Teachers’ Expectations and Experience in Physical Computing

In recent years, physical computing has grown in popularity for school education. Children and teenagers learn basic concepts of embedded systems in a creative and motivating manner. We investigate teachers’ expectations towards and first experiences with physical computing to gain a better understanding of their needs in professional development. We developed, conducted and evaluated a qualitative interview study, identified typical benefits (e.g. motivation, direct feedback and tangibility), topics (e.g. algorithms and data structures) and challenges (e.g. acquisition of suitable hardware and necessary preparations) that teachers associate with physical computing and derive recommendations for professional development and supporting measures.

Robotics in Education (livro/book)

This proceedings volume showcases the latest achievements in research and development in Educational Robotics presented at the 7th International Conference on Robotics in Education (RiE) held in Vienna, Austria, during April 14-15, 2016. The book offers a range of methodologies for teaching robotics and presents various educational robotics curricula. It includes dedicated chapters for the design and analysis of learning environments as well as evaluation means for measuring the impact of robotics on the students’ learning success. Moreover, the book presents interesting programming approaches as well as new applications, the latest tools, systems and components for using robotics. The presented applications cover the whole educative range, from elementary school to high school, college, university and beyond, for continuing education and possibly outreach and workforce development. The book provides a framework involving two complementary kinds of contributions: on the one hand on technical aspects and on the other hand on matters of didactic.

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May 292019
 

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Game Based Learning Using Unreal Engine

“In order for students to be better served; a system that can be designed to adapt education delivery to students’ needs as well as give students an immersive education experience is needed. Classes are often comprised of students with diverse learning styles and differing proficiency backgrounds and as a result, the traditional education system often under-serves many students. Game Based Learning (GBL) includes applications and software used to train, teach, or facilitate the learning of a subject. We proposed a game called Ecomerica, to show how a GBL system can lead to better learning of introductory topics on economics.”

 

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Jan 072019
 

Gostava de ter acesso/access to your article,

Sylvia IV J.J. (2018) Code/Art Approaches to Data Visualization. In: levenberg ., Neilson T., Rheams D. (eds) Research Methods for the Digital Humanities. Palgrave Macmillan, Cham
https://link.springer.com/chapter/10.1007/978-3-319-96713-4_12

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Aug 182018
 

Artigos “livres” de serem consultados na área da educação e uso de computadores

https://www.sciencedirect.com/journal/computers-and-education

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Aug 182018
 

eu gostava de ter acesso/I would like to have access to your article..
Bases for Summative Evaluation of Educational Digital Games and Their Implications in School ScenarioLINK

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Jun 032017
 

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Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design – LINK

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Sep 272016
 

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Proceedinds of 10th European Conference on Games Based Learning : ECGBL 2016 – LINK

Study of Arduino for Creative and Interactive Artwork Installations – LINK

Game Design with Portfolios and Creative Skills – LINK

 

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Aug 302016
 

Viswanath Venkatesh e alguns colegas lançaram um novo artigo intitulado Guidelines for Conducting Mixed-methods Research: An Extension and IllustrationLINK

É um artigo bastante extenso com 34 páginas de reflexões num total de 61.

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