USE OF EDUCATIONAL GAMES IN THE TEACHING AND LEARNING PROCESS IN HIGHER EDUCATION: INNOVATION GAME

jogo da inovação

  • Fernando Luiz Freitas Filho Unisociesc
  • Brigite Augusta Farina Schröter

Abstract

Teaching and learning process in higher education requires that the teacher use pedagogical practices centered on the student, giving meaning to the class and motivating the student to learn. A practice that can be used in this sense is the use of didactic games. Thus, this work aims to present how the use of educational games can contribute to the teaching and learning process. During the research the Innovation Game was developed. It is a board game, that simulates a development and sale process of innovative products, in a playful way. The game was developed for the technology management and innovation course of a Higher Education Institution from the State of Santa Catarina in Brazil and applied to different classes. As a result, the students' motivation during class, as well as the effectiveness of the learning about content of the course, could be perceived.

Published
2018-09-20
How to Cite
FREITAS FILHO, Fernando Luiz; SCHRÖTER, Brigite Augusta Farina. USE OF EDUCATIONAL GAMES IN THE TEACHING AND LEARNING PROCESS IN HIGHER EDUCATION: INNOVATION GAME. International Congress of Knowledge and Innovation - Ciki, [S.l.], v. 1, n. 1, sep. 2018. ISSN 2318-5376. Available at: <http://proceeding.ciki.ufsc.br/index.php/ciki/article/view/587>. Date accessed: 23 july 2019.