The playful practice of playing has been carried out since the earliest times as a way of intellectual improvement of individuals. In this scenario, games can act as cultural devices that provide fun, joy, relaxation, well-being or as, ontological connotation, a basic execution of life. In this scenario, it is increasingly noticeable the diffusion of games through information technologies, in addition to a series of other IT uses such as social relationship, activism, relationship with companies, information search, among others. From this range of opportunities, this study has as a proposition to discuss the relations between the various uses of information technology and its relationship with the choices of undergraduates, whether in relation to what led them to choose the course or in relation to their intentions of career when graduating. Keywords:
CITATION STYLE
Nascimento, A. M., Pinto, J. da S., & Valentim Neto, A. J. (2017). Desempenho Acadêmico e Uso de Tecnologias de Informação e Comunicação: Uma Análise com Estudantes de Graduação do Nordeste Brasileiro. Gestão.Org, 15(Special), 138–146. https://doi.org/10.21714/1679-18272017v15ed.p138-146
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