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EXPLORE AND CONQUER: ORIENTATION CHALLENGES

Studies show the presence of obstacles that affect the involvement of educators and students in activities related to orienteering sports during educational sessions. In this sense, the objective of this project was to create a themed board game entitled: “EXPLORE AND CONQUER: CHALLENGES OF ORIENTATION”, inspired by the concept of orienteering sport, focused on assisting physical education teachers in improving the approach to related activities to orienteering sports in the classroom. Furthermore, as it is a cooperative game, it can function as a pedagogical tool, capable of encouraging student engagement in the content. Upon completion of the development process, the game will be made available and promoted, with the aim of achieving its maximum potential as an educational and entertainment tool. This initiative is considered to contribute significantly to student engagement and learning, while offering a unique and enjoyable gaming experience.

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EXPLORE AND CONQUER: ORIENTATION CHALLENGES

  • DOI: https://doi.org/10.22533/at.ed.5584142416041

  • Palavras-chave: educators and students; board game; physical education teachers; cooperative game; educational sessions.

  • Keywords: educators and students; board game; physical education teachers; cooperative game; educational sessions.

  • Abstract:

    Studies show the presence of obstacles that affect the involvement of educators and students in activities related to orienteering sports during educational sessions. In this sense, the objective of this project was to create a themed board game entitled: “EXPLORE AND CONQUER: CHALLENGES OF ORIENTATION”, inspired by the concept of orienteering sport, focused on assisting physical education teachers in improving the approach to related activities to orienteering sports in the classroom. Furthermore, as it is a cooperative game, it can function as a pedagogical tool, capable of encouraging student engagement in the content. Upon completion of the development process, the game will be made available and promoted, with the aim of achieving its maximum potential as an educational and entertainment tool. This initiative is considered to contribute significantly to student engagement and learning, while offering a unique and enjoyable gaming experience.

  • Ian Neri Rodrigues Ferreira
  • Pedro Henrique Oliveira de Moura
  • Erica Brito dos Santos
  • Waldirene Pereira Araújo
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