Abstract
Objective: To evaluate an educational technology like a board game titled “ImmunizAction”, with undergraduate students. Methodology: Methodological study, the board game evaluation was collected in a public University of Brasilia, in October 2016. Participated 26 students of nursing and pharmacy courses. Evaluated through the adapted instrument of educational games proposed by Savi, Wangenheim, Ulbricht, Vanzin. Results:The questionnaire had 27 questions, and evaluated the motivation, user experience and knowledge. Within Motivation, attention, relevance, trust and satisfaction were observed. In the Game User Experience, immersion, challenge, social interaction and fun were evaluated. The analysis of the data reveals approval of more than 70% in the items of the instrument of evaluation in a Likert scale in almost all the components. Conclusion: Educational game board technologies can be used as a facilitator in knowledge construction.
Highlights
IntroductionThe profiles of the students consist of young people belonging to several generations, grown in a technological age (Sangiorgio, Gabriel, Moreira, & Tanaka, 2011) stands out the Y and Z generations
Be absence from the University on the day of data collection. This occurred after the participation of the academics in the workshop held at the University Extension Week of the University of Brasília on “The Ludic in Higher education”, where the students were invited by one of the authors, from whom they received all the information about the objectives of the research
More studies with different methodologies are recommended to contribute to the knowledge of the use of educational board games in higher education
Summary
The profiles of the students consist of young people belonging to several generations, grown in a technological age (Sangiorgio, Gabriel, Moreira, & Tanaka, 2011) stands out the Y and Z generations. Those born in generation Y represent those who constantly live with the “information update”, the Internet Generation (Sangiorgio, Gabriel, Moreira, & Tanaka, 2011). Generation Z includes individuals who were born after the early 1990s, before the internet and technology (Santos & Lisboa, 2014)
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