Empirical study of educational software for the subject of history

The use of Digital Information and Communication Technologies allows students to access a diversity of information and educational resources almost instantly. In this sense, working with gaming software/applications in education is important as it awakens students' curiosity and motivation. For the teacher to use them, a lot of research and analysis time is required to find a software/application that suits the desired school year, as well as the content to be studied. Therefore, the objective of this work is to contribute to the teacher, surveying the software and applications of the History curricular component, evaluating and classifying them based on the checklist produced by ProInfo. This is qualitative research, with an inductive method, focusing on the use of games in the teaching context, more precisely on the use of software and applications in History classes.

Authors

Institutions

Publication Details

Journal
Concilium
Published
2024-08-31
DOI
https://doi.org/10.53660/clm-3978-24r10
Primary Topic
Open Education and E-Learning
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Empirical study of educational software for the subject of history

Camila Aguilar Busatta, Max Robert Marinho, Carolina Garcia Marinho
Concilium
Open Education and E-Learning
article

Empirical study of educational software for the subject of history

Camila Aguilar Busatta, Max Robert Marinho, Carolina Garcia Marinho
article en

Abstract

The use of Digital Information and Communication Technologies allows students to access a diversity of information and educational resources almost instantly. In this sense, working with gaming software/applications in education is important as it awakens students' curiosity and motivation. For the teacher to use them, a lot of research and analysis time is required to find a software/application that suits the desired school year, as well as the content to be studied. Therefore, the objective of this work is to contribute to the teacher, surveying the software and applications of the History curricular component, evaluating and classifying them based on the checklist produced by ProInfo. This is qualitative research, with an inductive method, focusing on the use of games in the teaching context, more precisely on the use of software and applications in History classes.

ConciliumVol. 24(17)
Universidade do Estado de Mato Grosso (BR), Universidade Regional Integrada do Alto Uruguai e das Missões (BR)
Quality Education
Openalex Percentile: Top 84%
Open Education and E-Learning
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Empirical study of educational software for the subject of history — Camila Aguilar Busatta, Max Robert Marinho, et al. · Concilium (2024) | TGRS Research Map | TGRS