Utilize este identificador para referenciar este registo: https://hdl.handle.net/1822/86738

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dc.contributor.authorFernandes, Rafaelpor
dc.contributor.authorSylla, Cristina Mariapor
dc.contributor.authorMartins, Nunopor
dc.contributor.authorGil, Maitê Moraespor
dc.contributor.editorMartins, Nunopor
dc.contributor.editorBrandão, Danielpor
dc.contributor.editorPaiva, Franciscopor
dc.date.accessioned2023-10-09T14:51:39Z-
dc.date.available2023-10-09T14:51:39Z-
dc.date.issued2023-
dc.identifier.citationFernandes, Rafael; Martins, Nuno; Sylla, Cristina; Gil, Maitê. 2023 – online first. How Design and Technology Can Contribute to Learning: The Mobeybou in Brazil Educational Game Case Study. In: Martins, N., Brandão, D., Paiva, F. (eds) Perspectives on Design and Digital Communication III. Springer Series in Design and Innovation, vol 24. Springer, Cham. https://doi.org/10.1007/978-3-031-06809-6_13por
dc.identifier.isbn978-3-031-06808-9por
dc.identifier.issn2661-8184por
dc.identifier.urihttps://hdl.handle.net/1822/86738-
dc.description.abstractCurrently, there is a generation of children that tend to be exposed from a very early age to digital media, especially in the most economically and culturally developed societies. Thus, it is necessary to think about ways in which technology can contribute to learning, namely by seeking to converge the recreational component with the educational while preventing or suppressing potential dangers. This study aimed at extending the Mobeybou pedagogical materials, i.e., a Digital Manipulative for storytelling, and a set of interactive story applications, thus integrating the easy access that children have to technologies and the positive characteristics of games. In this context, here we present a descriptive case study of the design process of the interface for a game to be integrated into the Mobeybou in Brazil story app. The game interface is intended to reinforce the knowledge conveyed through the reading of the story app, therefore contributing to the development of language skills, creativity, and digital literacy. The game interface should be easy and intuitive to use, its development followed a design thinking methodology. A pilot test carried out with a group of five children aged between 8 and 9 years-old revealed very encouraging results, showing that the game interface was easy to use and engaged children with the story content.por
dc.description.sponsorshipThis work has been financed by national funds through the Portuguese Foundation for Science and Technology (FCT)—and by the European Regional Development Fund (ERDF) through the Competitiveness and Internationalization Operational Program under the reference POCI/01/0145/FEDER/032580.por
dc.language.isoengpor
dc.publisherSpringerpor
dc.relationPOCI/01/0145/FEDER/032580por
dc.rightsopenAccesspor
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/por
dc.subjectUX designpor
dc.subjectUI designpor
dc.subjectDesign thinkingpor
dc.subjectMobile gamepor
dc.subjectMobeyboupor
dc.titleHow design and technology can contribute to learning: the Mobeybou in Brazil educational game case studypor
dc.typebookPartpor
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-031-06809-6_13por
oaire.citationStartPage195por
oaire.citationEndPage210por
oaire.citationVolume24por
dc.identifier.doi10.1007/978-3-031-06809-6_13por
dc.identifier.eisbn978-3-031-06809-6por
dc.subject.fosCiências Sociais::Ciências da Educaçãopor
dc.subject.fosEngenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapor
sdum.journalSpringer Series in Design and Innovationpor
sdum.bookTitlePerspectives on design and digital communication III. Springer Series in Design and Innovationpor
oaire.citationEdition24por
oaire.versionAMpor
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