Population aging is a global phenomenon that brings significant challenges to society. Increasing life expectancy and decreasing birth rates have led to the growth of the elderly population worldwide. In Brazil, this trend is no different, with projections indicating an increase in the number of elderly in the coming decades. In this context, the cognitive health of the elderly plays a crucial role, as it can be negatively affected by aging, impacting their quality of life and autonomy. Given these issues, the use of digital games as cognitive stimulation tools has aroused growing interest in the area of health and technology. These games offer entertainment opportunities and cognitive challenges that can promote the health and well-being of seniors, as well as slow or prevent the cognitive decline associated with aging. However, many digital gaming solutions on the market have limitations in terms of diversity, customization, usability, and accessibility for aging users. In this article, a systematic review of the literature on the application of digital games to the elderly was carried out, focusing on the age group of 60 to 75 years. The review covered studies that investigated the effects of digital games on the cognitive health of the elderly, as well as the limitations found in existing solutions. In addition, a proof of concept of a gaming device based on the Arduino platform was proposed, aiming to fill the identified gaps.
As habilidades do século XXI foi definida pelo Assessment and Teaching of 21st century skills (ATC21) como a maneira de pensar de forma criativa, associada a inovação, objetivando a resolução de problemas e tomadas de decisão. Atividades que envolvam os jogos podem proporcionar essas habilidades. Entretanto é necessário um estudo que possiibilite avaliar essa possibilidade. Nesse sentido, esta pesquisa objetiva compreender por meio de instrumento validado, as habilidades do século XXI desenvolvidas após um curso de desenvolvimento de jogos digitais no ensino médio. O trabalho proposto trata-se de um estudo de caso com alunos do ensino médio da rede pública de ensino em uma cidade da região metropolitana de Salvador ou na própria cidade de Salvador, com a coleta de dados a partirda aplicação de um questionário sobre habilidades do século XXI e com análise de dados quantitativos do pré e pós-teste. Espera-se que com o curso de introdução a desenvolvimento de jogos os participantes possam ter desenvolvido as habilidades necessárias para o século XXI.
Este trabalho teve como premissa, a observação do comportamento das pessoas que quando adquirirem equipamentos, passam um longo tempo sem fazer manutenção e a realizam, somente quando apresentam probl
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