Lost Knowledge: uma jornada de diversão e conhecimento rumo aos estilos de aprendizagem de Felder-Silverman

ResumoThis article presents the development of the educational game calledLost Knowledge, which aims to instruct university students in identifyingtheir learning styles. Inspired by the Felder and Silvermanmodel, the game employs a questionnaire to assess learning preferencesacross the dimensions of sensory/intuitive, visual/verbal,active/reflective, and sequential/global. The game developmentused the Short Game Design Document (SGDD). The game wasevaluated by undergraduate students in Computing courses, usingan evaluation model that integrates aspects from student reaction,motivation, user experience and impact on learning. The evaluationresults demonstrate that the game met its objectives and representsa proposal to integrate technology and education, contributing topromoting more engaging and personalized learning in the digitalage.

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Publication Details

Journal
Anais do Computer on the Beach
Published
2025-05-27
DOI
https://doi.org/10.14210/cotb.v16.p373-378
Primary Topic
Education Pedagogy and Practices
Type
article
Field-Weighted Citation Impact
0.00
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article

Lost Knowledge: uma jornada de diversão e conhecimento rumo aos estilos de aprendizagem de Felder-Silverman

Valguima Odakura, Jorge R. da Silva
Anais do Computer on the Beach
Education Pedagogy and Practices
article

Lost Knowledge: uma jornada de diversão e conhecimento rumo aos estilos de aprendizagem de Felder-Silverman

Valguima Odakura, Jorge R. da Silva
article en

Abstract

ResumoThis article presents the development of the educational game calledLost Knowledge, which aims to instruct university students in identifyingtheir learning styles. Inspired by the Felder and Silvermanmodel, the game employs a questionnaire to assess learning preferencesacross the dimensions of sensory/intuitive, visual/verbal,active/reflective, and sequential/global. The game developmentused the Short Game Design Document (SGDD). The game wasevaluated by undergraduate students in Computing courses, usingan evaluation model that integrates aspects from student reaction,motivation, user experience and impact on learning. The evaluationresults demonstrate that the game met its objectives and representsa proposal to integrate technology and education, contributing topromoting more engaging and personalized learning in the digitalage.

Anais do Computer on the Beach
Universidade Federal da Grande Dourados (BR)
Openalex Percentile: Top 88%
Education Pedagogy and Practices
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