Game-Based Learning: A Push for Introducing a C(Classroom)-MORPG

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Abstract

The pandemic due to COVID-19 has had rapid and widespread effects in our global society, even asking us, educators, whether in fact we will be able to promote the development of proactive citizens, bringing back the reflection on the need for education reinvented through hypersensory and gamified strategies and resources, which does not forget the need to promote the so-called 21st century calls and the principles of education for the global and sustainable development of children. It is in this context that with this project we seek to demonstrate how the digital Role-Playing Game (RPG) can be used as a tool for (supporting) teaching and learning in different subject areas (Portuguese, English, Mathematics, Natural Sciences and History), in the contexts of the 1st and 2nd Cycles of Basic Education in Portugal. Taking into account an ethnographic approach, which combines qualitative and quantitative methodologies and data triangulation, we intend with this pilot project: a) to analyse the state of the art regarding research projects focused on gamified approaches, in particular using RPG games on teaching and learning process; b) to analyze the representations of pupils and teachers about the gamified approach and the role-playing game; c) to create a digital platform based on RPG for the recreation of the teaching and learning process, validating the didactic modules / paths for their implementation in teaching contexts; d) to analyse the impacts of using the platform, namely with regard to pupils' knowledge and resources in the different curricular contents.

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APA

Nunes, E., & Cruz, M. (2021). Game-Based Learning: A Push for Introducing a C(Classroom)-MORPG. In Advances in Intelligent Systems and Computing (Vol. 1367 AISC, pp. 663–670). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-72660-7_63

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