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Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
Vasconcelos, Vitor Vieira; Seingyai, Apinyapon – Applied Environmental Education and Communication, 2022
The purpose of this article is to present the planning for sustainable development simulation game, developed to stimulate creativity and dialogue to achieve sustainable development goals (SDGs). The simulation game is targeted at practitioners and students in the field of planning, although it can be adapted to different contexts. The simulation…
Descriptors: Environmental Education, Sustainable Development, Educational Games, Simulation
Pialarissi, Elisiê; De Oliveira Prado, Danielle Gonçalves; Da Silva, Gustavo Avelino; De Godoi, Milena Maria – International Society for Technology, Education, and Science, 2022
As imperceptible as it is, mathematics is fundamental and is present on several occasions in our daily lives, but among 65 countries Brazil still ranks 53rd in education. The lack of investment in primary education has affected students learning since the early years. From this perspective, this paper proposed to verify teaching/learning in…
Descriptors: Foreign Countries, Mathematics Instruction, Teaching Methods, Learning Processes
Jessica Fernanda Silva Barbosa; Geiser Chalco Challco; Ig Ibert Bittencourt – Interactive Learning Environments, 2024
Gender-stereotypical design, such as the predominance of blue colors in interfaces, leaderboards with only men at the top, and male avatars, may have negative effects on women in gamified tutoring systems, especially in courses with a majority of male participation, such as courses of Science, Technology, Engineering, and Mathematics (STEM). We…
Descriptors: Sex Stereotypes, Gamification, Thinking Skills, Negative Attitudes
Kênia M. de Oliveira; Ana Clara de G. Fernandes; Gabriela M. Soares; Joel Alves da Silva Jr.; Everardo M. Carneiro; Helena C. L. Barbosa – Advances in Physiology Education, 2024
The teaching of physiology plays a crucial role in the education of health care professionals. However, traditional approaches to physiology classes in undergraduate health courses in Brazil often result in passive student participation. Research has shown that active methodologies are more effective in the learning process. In this study, we…
Descriptors: Physiology, Undergraduate Students, Cytology, Science Instruction
Jose´ Nunes da Silva Ju´nior; Maria Elenir Nobre Pinho Ribeiro; Antonio Jose´ Melo Leite Junior; Maria Clara de Oliveira Alexandre; Francisco Serra Oliveira Alexandre; Andre´ Jalles Monteiro – Journal of Chemical Education, 2024
This work provides information about the design, implementation, and assessment of the instructional role of a bilingual (English and Portuguese) web-based board game designed to assist Brazilian Mechanical Engineering undergraduate students in reviewing the content related to thermodynamics, chemical equilibrium, and chemical kinetics. The game…
Descriptors: Educational Games, Web Sites, Chemistry, Science Education
Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
Vieira, Estela Aparecida Oliveira; da Silveira, Aleph Campos; Martins, Ronei Ximenes – Informatics in Education, 2019
This work presents a systematic review whose objective was to identify heuristics applicable to the evaluation of the usability of educational games. Heuristics are usability engineering methods that aim to detect problems in the use of a system during its development and/or when its interface is in interaction with the user. Therefore, applying…
Descriptors: Educational Games, Usability, Heuristics, Computer Games
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Melo, Angelica Ferreira; Felicio, Cinthia Maria; Ferreira, Julio Cesar; Noll, Matias – International Journal of Teaching and Learning in Higher Education, 2020
During the university term, in addition to graduation, some Brazilian science undergraduate students have the opportunity to join Scientific Initiation Programs (SI). Students are expected to be able to develop scientific writing skills. Based on these goals, this descriptive study aimed to investigate the efficacy of practical activities for SI…
Descriptors: Journal Articles, Undergraduate Students, Females, Foreign Countries
Cardozo, Lais Tono; Castro, Amicio Pina; Guimarães, Alexsandro Ferreira; Gutierrez, Lucila Ludmila Paula; Montrezor, Luís Henrique; Marcondes, Fernanda Klein – Advances in Physiology Education, 2020
This work describes the educational game "Integrating Synapse, Muscle Contraction, and Autonomic Nervous System," which was developed to assist students in understanding and integrating concepts related to the physiology of synapses, muscle contraction, and the autonomic nervous system. Analysis was made of the effect of the game on…
Descriptors: Physiology, Neurological Organization, Human Body, Dentistry
Rosa, Mauricio; Farsani, Danyal; da Silva, Caroline Antunes – Mathematics Teaching Research Journal, 2020
This article investigates the perception of students in the first year of high school in relation to their own body language, while mathematically they conjecture a way to improve their performance in an electronic bowling game, which uses body sensors for own actions of the game. Interactions were performed by a group of four students from a…
Descriptors: Mathematics Education, Human Body, Computer Games, Educational Games
de Godoi, Milena Maria; Pialarissi, Elisie; de Oliveira Prado, Denielle Gonçalves – International Society for Technology, Education, and Science, 2022
Logical reasoning is very important in the child's development, increasing their performance in learning as a whole, improving their concentration and decision-making when solving problems. The introduction of this tool and stimulus from the first years of education is necessary for children to grow up with a broad and more critical view, being…
Descriptors: Teaching Methods, Logical Thinking, Problem Solving, Decision Making