Palavras chave

Ludificação, jogos imersivos, aprendizagem baseada em jogos, ensino superior, competências, co-criação, criatividade, inteligência coletiva

Resumo

A ludificação da educação representa uma oportunidade para fomentar a interação, a motivação e a participação do corpo discente. Os ARG (sigla em inglês para jogos de realidade virtual) oferecem uma nova ferramenta altamente imersiva que pode ser implementada na realização dos objetivos docentes. Um de seus pontos fortes consiste na soma de esforços e recursos (a chamada inteligência coletiva) aplicada à resolução de problemas. A isso se acrescenta sua combinação de plataformas nos ambientes online e off-line, o que favorece o «realismo» da experiência. Neste sentido, o presente trabalho pretende condensar as potencialidades, limitações e objetivos dos ARG a serviço da educação universitária. Baseando-se, a nível metodológico, na elaboração de um corpus teórico relevante e adequado, analisa o potencial educacional desta ferramenta que, em áreas como marketing ou comunicação corporativa, já decolou com êxito, mas na área educativa, entretanto, não havia sido abordada em profundidade. Coleta, além disso, exemplos satisfatórios que se desenvolveram em diversas disciplinas acadêmicas em outros países e que não resultam facilmente localizáveis. Conclui-se que, dados os antecedentes, potencialidades e análise exposta, deve-se avaliar a possibilidade de incorporar os jogos de realidade virtual à prática da docência universitária no âmbito de uma estratégia educacional que determine seus objetivos e sistema de avaliação mais adequado.

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Technical information

Recebido: 29-04-2014

Revisado: 22-05-2014

Aceite: 21-06-2014

OnlineFirst: 15-11-2014

Data de publicação: 01-01-2015

Tempo de revisão do artigo: 23 dias | Tempo médio de revisão do número 44: 37 dias

Tempo de aceitação do artigo: 53 dias | Tempo médio de aceitação do número 44: 68 dias

Tempo de edição da pré-impressão: 202 dias | Tempo médio de edição pré-impressão do número 44: 197 dias

Tempo de processamento do artigo: 247 dias | Tempo médio de processamento do número 44: 242 dias

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Piñeiro-Otero, T., & Costa-Sánchez, C. (2015). ARG (Alternate reality games). Contributions, limitations, and potentialities to the service of the teaching at the university level. [ARG (juegos de realidad alternativa). Contribuciones, limitaciones y potencialidades para la docencia universitaria]. Comunicar, 44, 141-148. https://doi.org/10.3916/C44-2015-15

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