Water-Path Game

This study investigates the effectiveness of educational games in the learning process of elementary school students, focusing on raising awareness about water conservation. The "Water-Path Game" was applied to 40 public school students aged 9 to 10 from Penedo-AL, aiming to make learning more engaging and interactive. In addition to promoting conscious water use, the game was designed with inclusive mechanics, using symbols and illustrations to help children in the process of literacy or with cognitive difficulties. The research also involved 10 teachers with experience ranging from 5 to 12 years, who evaluated the game's impact compared to traditional teaching methods. Using a scale from 1 to 5, both teachers and students expressed a high level of satisfaction and recognized gamification as an effective tool for developing cognitive skills such as critical thinking and problem-solving. The activities were highly approved by students and teachers, highlighting the potential of innovative pedagogical practices in the school environment.

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Publication Details

Journal
Revista de Tecnologia & Gestão Sustentável
Published
2024-12-27
DOI
https://doi.org/10.17271/49amm287
Primary Topic
Water resources management and optimization
Type
article
Field-Weighted Citation Impact
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article

Water-Path Game

Natallya de Almeida Levino, Wesley Silva, Marcos de Lima, Cristielle Silva
Revista de Tecnologia & Gestão Sustentável
Water resources management and optimization
article

Water-Path Game

Natallya de Almeida Levino, Wesley Silva, Marcos de Lima, Cristielle Silva
article en

Abstract

This study investigates the effectiveness of educational games in the learning process of elementary school students, focusing on raising awareness about water conservation. The "Water-Path Game" was applied to 40 public school students aged 9 to 10 from Penedo-AL, aiming to make learning more engaging and interactive. In addition to promoting conscious water use, the game was designed with inclusive mechanics, using symbols and illustrations to help children in the process of literacy or with cognitive difficulties. The research also involved 10 teachers with experience ranging from 5 to 12 years, who evaluated the game's impact compared to traditional teaching methods. Using a scale from 1 to 5, both teachers and students expressed a high level of satisfaction and recognized gamification as an effective tool for developing cognitive skills such as critical thinking and problem-solving. The activities were highly approved by students and teachers, highlighting the potential of innovative pedagogical practices in the school environment.

Revista de Tecnologia & Gestão SustentávelVol. 3(8)
Universidade Brasil (BR), Secretaria de Saneamento e Recursos Hìdricos (BR), Expertise Engenharia (Brazil) (BR)
Openalex Percentile: Top 64%
Water resources management and optimization
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