2018
DOI: 10.18366/vcvp.2611.2018
|View full text |Cite
|
Sign up to set email alerts
|

Desenvolvimento da Visão Espacial Por Games Digitais

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2

Citation Types

0
4
0
1

Year Published

2023
2023
2023
2023

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(5 citation statements)
references
References 0 publications
0
4
0
1
Order By: Relevance
“…The games must provide to the player challenges that he cannot frivolously overcome. Playing a game is an activity of improving skills to pass through the challenges, it means that playing a game is therefore fundamentally a learning process (VALENTE, 2018;JUUL, 2011).…”
Section: Games and Experiencesmentioning
confidence: 99%
See 1 more Smart Citation
“…The games must provide to the player challenges that he cannot frivolously overcome. Playing a game is an activity of improving skills to pass through the challenges, it means that playing a game is therefore fundamentally a learning process (VALENTE, 2018;JUUL, 2011).…”
Section: Games and Experiencesmentioning
confidence: 99%
“…According to Chatfield, the digital games market has expanded to become the fastest-growing leisure market, as it offers products that provide engaging and enjoyable activities (BOYLE, et al, 2012). Game playing is beyond entertainment only, but also a way of engaging with a scenario and learning from it (VALENTE, 2018). Games have become highly connected with the experience and how the user experiences them.…”
Section: Introductionmentioning
confidence: 99%
“…The games must provide to the player challenges that he cannot frivolously overcome. Playing a game is an activity of improving skills to pass through the challenges, it means that playing a game is therefore fundamentally a learning process [4] [13].…”
Section: Games and Experiencesmentioning
confidence: 99%
“…According to Chatfield, the digital games market has expanded to become the fastest-growing leisure market, as it offers products that provide engaging and enjoyable activities [1]. Game playing is beyond entertainment only, but also a way of engaging with a scenario and learning from it [4].…”
Section: Introductionmentioning
confidence: 99%
“…(ASSAREH; BIDOKHT, 2011;COMAN et al, 2020;MUKHTAR et al, 2020) A pesar de toda la dificultad e incertidumbre que implica todo este proceso, a través de la construcción de una arquitectura y estrategias pedagógicas, centrándose en la metodología y la presentación de los contenidos, especialmente en lo que respecta a las metodologías activas, con estrategias intrínsecamente correlacionadas y apropiadas al conectivismo, es posible sortear los problemas, mantener a los estudiantes comprometidos y minimizar las distancias y la exclusión digital. (FILATRO; CAVALCANTI, 2018; CARRILLO; FLORES, 2020; SONEGO et al, 2021;MATEUS et al, 2022) La enseñanza mediada a través de herramientas digitales ha sido sustentada por diferentes autores, como Valente (2018), quien trata sobre la educación para el desarrollo de la visión tridimensional, y Celestino y Valente (2021), sobre el uso de software como objetos de enseñanza-aprendizaje de la Tomografía Computarizada, para profesionales en el campo de la Radiología.…”
unclassified