INNOVATE AND ENTREPRENEUR IN THE CLASSROOM: DEVELOPING SKILLS FOR THE 21st CENTURY ENG MEIO DE ELECTRONIC GAMES
This article reports the application of a school practice with the use of simulation and strategy electronic games. The objective is to present the possibility of working on the development of interpersonal and intrapersonal competences required for the professional of the 21st century. The application took place with 76 high school/technical students in a state public school. More than 65% of these students were able to satisfactorily assimilate theoretical concepts in a practical way.
INNOVATE AND ENTREPRENEUR IN THE CLASSROOM: DEVELOPING SKILLS FOR THE 21st CENTURY ENG MEIO DE ELECTRONIC GAMES
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DOI: 10.22533/at.ed.5582122215056
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Palavras-chave: innovate, skills, electronic games, experience report.
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Keywords: innovate, skills, electronic games, experience report.
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Abstract:
This article reports the application of a school practice with the use of simulation and strategy electronic games. The objective is to present the possibility of working on the development of interpersonal and intrapersonal competences required for the professional of the 21st century. The application took place with 76 high school/technical students in a state public school. More than 65% of these students were able to satisfactorily assimilate theoretical concepts in a practical way.
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Número de páginas: 9
- Leonardo Cordeiro de Araújo
- Renata Cardillo Homem de Mello