⠀ Digital games in Brazilian education

an analysis of scientific articles

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DOI:

https://doi.org/10.5216/revufg.v21.69810

Abstract

This research aims to analyze the production of articles about digital games in scientific journals, in order to verify how videogames are presented and understood in Brazilian education. A systematic literature review was carried out, based on document analysis and guided by the mixed methodology. Forty-nine articles, published between 2007 and 2018, were selected through a search on the CAPES (Coordination for the Improvement of Higher Education Personnel) journal portal. With the help of the Iramuteq software, the existence of six lexical worlds was found and divided into two groups: the first, with more theoretical bias, considers the social character and the possible intellectual development resulting from the practice of games; and the second, of a more practical nature, conceives digital games as a teaching and learning tool, inserted in a school system. Other topics and how they are articulated, such as the types of education involved and the difficulties faced, were also investigated.

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Published

2021-10-21

How to Cite

AZEVEDO, L. C. P. de .; AMANTE, L. ⠀ Digital games in Brazilian education: an analysis of scientific articles. Revista UFG, Goiânia, v. 21, n. 27, 2021. DOI: 10.5216/revufg.v21.69810. Disponível em: https://revistas.ufg.br/revistaufg/article/view/69810. Acesso em: 17 jul. 2024.

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Section

Dossiê - Cibereducação: Fundamentos, Interfaces e Pedagogias Emergentes