DEVELOPMENT AND RECEPTIVITY OF AN DIDACTIC GAME (SERIOUS GAME) FOR TEACHING OF INDUSTRIAL FACILITY LAYOUT
This study had the general objective of verifying the acceptance of the active methodology: game-based learning, through the development of the ar èfi board game, supported by serious games design methods. Structured as action-research, the study is divided into two phases, in the first phase, data for game development is collected through a focus group, with the participation of students from two schools, in the second phase, the technique of content analysis, supported by the atlas.Ti 8 software, is used to analyze the answers to open-ended questions, the aim is to understand the students’ perception of the educational objectives of the game. As a result, the game’s construction is achieved in first phase with intense participation of the focus groups. In the second phase, a strong connection is established between the approval of the game as an instructional tool to support teaching, with the experience of the game in representing a facility layout system, where students could experiment and see the results of their actions, thus creating a meaningful learning opportunity. It is concluded that the arèfi game meets the premises of serious games design, and it is identified that the students recognized other important aspects of the game, such as: collaborative, dynamic, motivating, and fun, among other categories
DEVELOPMENT AND RECEPTIVITY OF AN DIDACTIC GAME (SERIOUS GAME) FOR TEACHING OF INDUSTRIAL FACILITY LAYOUT
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DOI: 10.22533/at.ed.3173172331059
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Palavras-chave: GAME-BASED LEARNING; ACTIVE TEACHING METHODOLOGIES; SERIOUS GAMES; FACILITY LAYOUT.
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Keywords: GAME-BASED LEARNING; ACTIVE TEACHING METHODOLOGIES; SERIOUS GAMES; FACILITY LAYOUT.
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Abstract:
This study had the general objective of verifying the acceptance of the active methodology: game-based learning, through the development of the ar èfi board game, supported by serious games design methods. Structured as action-research, the study is divided into two phases, in the first phase, data for game development is collected through a focus group, with the participation of students from two schools, in the second phase, the technique of content analysis, supported by the atlas.Ti 8 software, is used to analyze the answers to open-ended questions, the aim is to understand the students’ perception of the educational objectives of the game. As a result, the game’s construction is achieved in first phase with intense participation of the focus groups. In the second phase, a strong connection is established between the approval of the game as an instructional tool to support teaching, with the experience of the game in representing a facility layout system, where students could experiment and see the results of their actions, thus creating a meaningful learning opportunity. It is concluded that the arèfi game meets the premises of serious games design, and it is identified that the students recognized other important aspects of the game, such as: collaborative, dynamic, motivating, and fun, among other categories
- Miguel Augusto Lobon Ruiz