Abstract

Discussion over the years regarding the quality of newly graduated engineers in Brazil has concluded that there are gaps between learning and market expectations. Analyzing the current scenario, the Ministry of Education (MEC) has approved new national curriculum guidelines that emphasize skills development and the adoption of active methodologies. The aim is to develop students as protagonists of their own learning. One of these methodologies is game-based learning (GBL), which utilizes games for educational purposes to integrate theory and practice. GBL simulates reality and presents concepts in a playful way, resulting in greater student engagement and interest. However, research shows that a lack of knowledge and difficulty accessing such games are barriers to implementing this methodology. Previous research has focused on the development of serious game metadata (SGM), the establishment of controlled vocabularies, and the identification of educational games targeting production engineering (PE). The authors of the present paper developed a database focused on the disciplines and content covered in production engineering courses. The paper describes the database and its aims to: (a) increase the use of games in the teaching-learning process; (b) make the process more effective; and (c) prepare better professionals.

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