Integration of Digital Games Into Pedagogical Practice

D. Ramos, Cláudia Regina Brito, Fernando Silvio Cavalcante Pimentel, Bruna Anastacio, G. M. D. Silva
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Abstract

The COVID-19 pandemic made more evident the role digital technologies can play in education and their relationships with teacher training, the flexibility of pedagogical processes, and the diversification of strategies and resources. This chapter analyses how digital games have been incorporated into pedagogical practices to reflect on the educational challenges and transformations and their consequences for teacher education. Considering the context of the pandemic and the use of digital games as alternatives to pedagogical practices during remote learning, a scoping literature review was conducted on the Web of Science. Initial searches revealed 68 works developed at different levels of education addressing a diversity of content. The game's motivating potential, the more active postures experienced by the students, and the contributions to learning are highlighted. There is evidence that the games were integrated into the curriculum, composing actions that involved other combined resources and pedagogical strategies.
将数字游戏融入教学实践
2019冠状病毒病大流行使数字技术在教育中发挥的作用及其与教师培训、教学过程的灵活性以及战略和资源的多样化的关系更加明显。本章分析了数字游戏是如何融入到教学实践中,以反映教育的挑战和转变及其对教师教育的影响。考虑到大流行的背景和在远程学习期间使用数字游戏作为教学实践的替代方法,在科学网上进行了范围界定文献审查。最初的搜索显示,68部作品是在不同的教育水平上创作的,涉及内容的多样性。游戏的激励潜力,学生体验到的更积极的姿势,以及对学习的贡献都得到了强调。有证据表明,游戏被整合到课程中,构成了涉及其他综合资源和教学策略的行动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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