DIGITAL LIBRARY
USE OF DIGITAL GAMES IN EDUCATION OF YOUNG AND ADULTS (YAE): AN EXPERIENCIED REPORT
1 Superintendência Regional de Ensino (BRAZIL)
2 Instituto Federal de Educação Ciência e Tecnologia do Norte de Minas Gerais (BRAZIL)
About this paper:
Appears in: EDULEARN15 Proceedings
Publication year: 2015
Pages: 7215-7219
ISBN: 978-84-606-8243-1
ISSN: 2340-1117
Conference name: 7th International Conference on Education and New Learning Technologies
Dates: 6-8 July, 2015
Location: Barcelona, Spain
Abstract:
This article is a report of experience on the use of Digital Educational Games with students of the Youth and Adult Education (YAE), from a state school In the State of Minas Gerais, in Pirapora (city). The main goal is to show up, using my experience at teaching for an adult education, the relevance of Digital Games on improving the teaching of Sociology dealing with the interdisciplinarity of other subjects in the curriculum. The specific objectives focus on two purposes: first, to report the used steps that led students understanding the concepts of Learning Objects (LO), identify the media that compose them, know and analyze the Digital Educational Games. The second one is about socializing experience working in team, mutual building of lived knowledge that was experienced with the students. Participated in the work done, 42 (forty-two) 02 students (two) classes from the 3rd High School Year YAE, about the 2nd half in 2013 and 1st half of 2014. The methodology consisted of literature review of theories already signed on the subject and qualitative research through the collection, selection and organization of the information. This experience showed positive results as the social and cognitive development, and expanding the knowledge ways of YAE’s students.
Keywords:
Younth and Adult Education (YAE), Communication Technologies (CT’s), Digital Education Games.