Empirical study of educational software for the subject of history Estudo empírico de softwares educacionais para a disciplina de história

The use of Digital Information and Communication Technologies allows students to access a diversity of information and educational resources almost instantly. In this sense, working with gaming software/applications in education is important as it awakens students' curiosity and motivation. For...

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Bibliographic Details
Published inConcilium (English language edition) Vol. 24; no. 17; pp. 102 - 121
Main Authors Marinho, Carolina Garcia, Busatta, Camila Aguilar, Marinho, Max Robert
Format Journal Article
LanguageEnglish
Published 31.08.2024
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Summary:The use of Digital Information and Communication Technologies allows students to access a diversity of information and educational resources almost instantly. In this sense, working with gaming software/applications in education is important as it awakens students' curiosity and motivation. For the teacher to use them, a lot of research and analysis time is required to find a software/application that suits the desired school year, as well as the content to be studied. Therefore, the objective of this work is to contribute to the teacher, surveying the software and applications of the History curricular component, evaluating and classifying them based on the checklist produced by ProInfo. This is qualitative research, with an inductive method, focusing on the use of games in the teaching context, more precisely on the use of software and applications in History classes.
ISSN:0010-5236
DOI:10.53660/CLM-3978-24R10