Monday, 26, July, 2021

Book explains how to implement digital games in the classroom

Online games have always been successful among young people and adults, as they can leave a lighter and more fun environment, as their players, or gamers, are always looking for creative solutions to overcome challenges. With social isolation, digital games gained even more traction and the gaming market grew 140%* in 2020.

But and bringing this gamification proposal to the educational context, is it possible? It is not only possible, but necessary to promote new learning experiences in the classroom. To help with this implementation, Murilo Sanches launch the book Digital games, gamification and game authoring in education.

In the publication, the author explains the concept of game and its three main aspects applied to education: digital games, which work with ready-made games; gamification, which explores game elements in curriculum activities, such as scoring and bonuses; and game authoring, when students create their own games. Each of these approaches has specific characteristics and develops different competencies.

As an example, the author brings reports from teachers who incorporated them into their pedagogical practice, telling what the benefits were “For all themes, we will bring the vision of who really applied these methodologies in the classroom, going from theory to practice, indicating tools and pedagogical strategies that will help any teacher to incorporate these concepts into their activities.” says Sanches.

The book presents the conceptual aspect of games, from the theory of magic circle, in Johann Huizinga, which compares the real world with an imaginary space with its own rules, to the precepts of Christopher Crawford, contemporary to digital games, which updated this study. In the pedagogical context, Murilo details the game experiences that can be worked on in school activities.

The novelty of Publisher Senac São Paulo is aimed at all those interested in applying active learning methodologies through games, aiming to encourage the use of innovative technologies and resources in education. It also aims to provide subsidies to meet the multiple intelligences and abilities of students, expanding the possibilities of acquiring knowledge and personal development, through games, in an educational environment.

Digital games, gamification and game authoring in education

About the author

Murilo Sanches has a degree in digital games from the Pontifical Catholic University of São Paulo (PUC-SP) and a master's degree in intelligence technologies and digital design from the same institution, he works as a professor at Fundação Escola de Comércio Álvares Penteado (Fecap) and at Faculdade de Informática and Administration of São Paulo (Fiap), in technical education and bachelor's degree, teaching art and design courses for digital games and multimedia courses. He is also a postgraduate professor in education and games at PUC-SP and Senac São Paulo. He has extensive experience in the production of EAD content for open and undergraduate courses.

Co-founder and coordinator of a company in the education area, he develops materials and courses, carries out various advisory services and creates pedagogical solutions with a special focus on gamification, games and education maker .

3D artist, works with software such as Maya and Blender to create models and animations aimed at games and multimedia. He is passionate about everything that involves education and training for teachers and students.

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