Abstract: Digital games are gaining more space in contemporary society, especially in schools which seek to meet the new educational demand. Faced with this reality, the present study brings a Systematic Literature Review (SLR) about the use of digital games with the application aimed at High School students. Six databases were used to obtain RSL studies, namely: Scielo, PubMed, Scopus, Springer, APA Psycnet, and IEEE. According to the results obtained, it was noticed that the application of digital games to high school students is still an unexplored field, and there is a need for more research and studies in this field. In the articles that were analyzed in this RSL, it was observed that all report that there is great potential in digital games, in which they can lead to high school students in terms of engagement, participation, and involvement in their learning process in different disciplines of the school grade, in addition to facilitating cognitive learning and affecting students emotionally, connecting them to real life. This RSL proposed, through the bases, to answer the question: do students who use digital games in their learning, use consciousness, skills, and metacognitive strategies? Using the StArt Tool (State of the Art through Systematic Review), 33 articles were extracted and went through the identification, inclusion, exclusion, selection, and quality processes to reach the number of 3 articles that met the adopted criteria.
Keywords: Games. Learning. High school.
https://revistas.facmais.edu.br/index.php/revistacientificafacmais/article/view/198
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