Abstract

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.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.