dc.contributorUniversidade Estadual Paulista (Unesp)
dc.contributorPrograma Posgrad Midia & Tecnol
dc.date.accessioned2018-11-29T06:46:52Z
dc.date.available2018-11-29T06:46:52Z
dc.date.created2018-11-29T06:46:52Z
dc.date.issued2017-07-01
dc.identifierConhecimento & Diversidade. Rio De Janeiro: Centro Univ La Salle-rj, v. 9, n. 18, p. 55-72, 2017.
dc.identifier1983-3695
dc.identifierhttp://hdl.handle.net/11449/165981
dc.identifierWOS:000423914100006
dc.identifier4979344841683251
dc.identifier0000-0001-7974-1829
dc.identifier0000-0001-7974-1829
dc.description.abstractBoard games are well-known pedagogical instruments in mathematics teaching. Numerous board games are available. Digital versions of these board games broaden the opportunities for access and use of these didactic resources. This work discusses the transposition of educational board games from physical media to digital media. The process of transposition aims to offer educators and technology professionals adequate subsidies to understand how to convert from educational games to digital versions. For this, there is the definition and comparison of features that are common to physical and digital games: goals, feedback, reward, time, mechanics and level design. Such characteristics are compared to each other and discussed in order to substantiate the analysis of the transposition process of two board games. Half-structured interviews with two math teachers and two game designers demonstrate that the transposition proposition is a viable possibility for educators and developers alike.
dc.languagepor
dc.publisherCentro Univ La Salle-rj
dc.relationConhecimento & Diversidade
dc.rightsAcesso restrito
dc.sourceWeb of Science
dc.subjectDigital games
dc.subjectBoard games
dc.subjectTransposition
dc.subjectI teach math
dc.titleThe process of transposition of board games used in mathematics teaching for digital format
dc.typeArtículos de revistas


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