Factors impacting technology adoption encompass technical, organizational, and human issues. This... more Factors impacting technology adoption encompass technical, organizational, and human issues. This paper shows two projects that aim to develop students’ digital aptitude by promoting a culture change from a game prejudiced environment into a habitat of technology-prone users. The first project, Ti-Games Maricá, took place three years ago, encompassing 50 schools in Maricá, in the State of Rio de Janeiro, and consisted of a school versus school game tournament, a series of workshops, talks, and other activities involving games. The research’s main goal was to observe the impact of games in schools on increasing students’ self-esteem and professional perspectives in technological fields. Another goal was to improve the use of technology in schools beyond administrative tools, attending to one of BNCC’s recommendations. Based on the massive popularity of electronic games as a hobby for young Brazilians perceived in this previous project, the EducaTech-RJ project, on the other hand, con...
Anais Estendidos do XX Simpósio Brasileiro de Games e Entretenimento Digital (SBGames Estendido 2021)
Brazil is one of the largest video game markets in the world, however, its own game industry is a... more Brazil is one of the largest video game markets in the world, however, its own game industry is almost nonexistent. Although at first unrelated, Brazil’s public schools focus little on technology use beyond day-to-day affairs, even though Brazil’s National Curriculum guiding document - BNCC, recommends the use of technology in significant ways that stimulate student’s critical thinking. The city of Maricá, Rio de Janeiro, Brazil, decided to legitimize games in schools via a yearlong project, to stimulate local game industry and comply with the National Curriculum guidance. This research was based on results regarding the yearlong experiment with students held during the aforementioned project, called Ti- Games. This initiative involved all fifty schools of the city and is an attempt to answer whether games in schools can or cannot help stimulate student’s confidence in relation to game industry professions. Answers were drawn from 88 students who managed to reach semi-finals and wer...
Active learning is one of Brazil’s goals for education, and it encourages and develops students n... more Active learning is one of Brazil’s goals for education, and it encourages and develops students new skills and competencies for a more complete and meaningful education. The didactic sequence that we carried out promoted the articulation of statistical knowledge with the use of techniques of data collection and systematic analysis through a technological device. According to the itinerary proposed by this study, the students built the research in groups, collected the data with Google Forms among their peers, using their smartphones, and then analyzed the data obtained using an Applet developed in Geogebra. Thus, in this paper, when we present the activity, its elaboration process, its execution, and its results, we aim to collaborate with teachers and future teachers who want to adopt technology in their classrooms, especially if they want to build empirical
Socioemotional development in the classroom has gained spotlight in Brazil in recent years. It st... more Socioemotional development in the classroom has gained spotlight in Brazil in recent years. It started to be recognized as a right of learning by brazilian pedagogical regulatory bodies that included socioemotional competences in the Common National Curricular Base. With the objective of mapping digital technological solutions to support socioemotional development in the classroom, solutions so important due to the social isolation scenario that the world faces, as a consequence of the pandemic. The present work presents a multivocal literature review, where the authors look for inputs from gray literature to collect initiatives from both the traditional literature as well as from organizations public information. This work depicted 13 initiatives and 9 digital solutions. The results show opportunities of technology adoption to improve socioemotional development, and highlight types of digital technologies that are being used in social pedagogical initiatives in Brazil.
Factors impacting technology adoption encompass technical, organizational, and human issues. This... more Factors impacting technology adoption encompass technical, organizational, and human issues. This paper shows two projects that aim to develop students’ digital aptitude by promoting a culture change from a game prejudiced environment into a habitat of technology-prone users. The first project, Ti-Games Maricá, took place three years ago, encompassing 50 schools in Maricá, in the State of Rio de Janeiro, and consisted of a school versus school game tournament, a series of workshops, talks, and other activities involving games. The research’s main goal was to observe the impact of games in schools on increasing students’ self-esteem and professional perspectives in technological fields. Another goal was to improve the use of technology in schools beyond administrative tools, attending to one of BNCC’s recommendations. Based on the massive popularity of electronic games as a hobby for young Brazilians perceived in this previous project, the EducaTech-RJ project, on the other hand, con...
Anais Estendidos do XX Simpósio Brasileiro de Games e Entretenimento Digital (SBGames Estendido 2021)
Brazil is one of the largest video game markets in the world, however, its own game industry is a... more Brazil is one of the largest video game markets in the world, however, its own game industry is almost nonexistent. Although at first unrelated, Brazil’s public schools focus little on technology use beyond day-to-day affairs, even though Brazil’s National Curriculum guiding document - BNCC, recommends the use of technology in significant ways that stimulate student’s critical thinking. The city of Maricá, Rio de Janeiro, Brazil, decided to legitimize games in schools via a yearlong project, to stimulate local game industry and comply with the National Curriculum guidance. This research was based on results regarding the yearlong experiment with students held during the aforementioned project, called Ti- Games. This initiative involved all fifty schools of the city and is an attempt to answer whether games in schools can or cannot help stimulate student’s confidence in relation to game industry professions. Answers were drawn from 88 students who managed to reach semi-finals and wer...
Active learning is one of Brazil’s goals for education, and it encourages and develops students n... more Active learning is one of Brazil’s goals for education, and it encourages and develops students new skills and competencies for a more complete and meaningful education. The didactic sequence that we carried out promoted the articulation of statistical knowledge with the use of techniques of data collection and systematic analysis through a technological device. According to the itinerary proposed by this study, the students built the research in groups, collected the data with Google Forms among their peers, using their smartphones, and then analyzed the data obtained using an Applet developed in Geogebra. Thus, in this paper, when we present the activity, its elaboration process, its execution, and its results, we aim to collaborate with teachers and future teachers who want to adopt technology in their classrooms, especially if they want to build empirical
Socioemotional development in the classroom has gained spotlight in Brazil in recent years. It st... more Socioemotional development in the classroom has gained spotlight in Brazil in recent years. It started to be recognized as a right of learning by brazilian pedagogical regulatory bodies that included socioemotional competences in the Common National Curricular Base. With the objective of mapping digital technological solutions to support socioemotional development in the classroom, solutions so important due to the social isolation scenario that the world faces, as a consequence of the pandemic. The present work presents a multivocal literature review, where the authors look for inputs from gray literature to collect initiatives from both the traditional literature as well as from organizations public information. This work depicted 13 initiatives and 9 digital solutions. The results show opportunities of technology adoption to improve socioemotional development, and highlight types of digital technologies that are being used in social pedagogical initiatives in Brazil.
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