Coronapocalypse: awareness and prevention strategies with the use of digital games
DOI:
https://doi.org/10.30691/relus.v6.3059Resumen
This paper aims to deepen the care for the coronavirus. We built a digital game and tested its technical aspects and mechanisms with elementary school students, such as layout, interactivity, fun and gameplay, associating them with science skills at Common National Curriculum Base - BNCC (BRASIL, 2017). It is a game that involves knowledge of the ways in which viruses are transmitted with appropriate attitudes and measures to prevent diseases associated with them. Our theoretical framework is composed of studies by Benvindo (2019) and Borges (2013), with experiences on the use of technologies and gamification; Vygotsky (1999), on the importance of a collaborative space for learning; and Gee (2003, 2004, 2005 and 2014) on gamification and game design. We hope that this work will open paths for pedagogical practices and provide more advanced research that on the possibilities of using digital games in education and that this reflection has an impact on the production of teaching materials and resources.
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Derechos de autor 2022 Revista Eletrônica Ludus Scientiae
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