Please use this identifier to cite or link to this item: http://biblioteca.unisced.edu.mz/handle/123456789/3548
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dc.contributor.authorRamos, Daniela Karine-
dc.contributor.authorSilva, Gleice Assunção da-
dc.date.accessioned2024-08-15T07:54:15Z-
dc.date.available2024-08-15T07:54:15Z-
dc.date.issued2019-11-
dc.identifier.issn2182-4967-
dc.identifier.urihttp://biblioteca.unisced.edu.mz/handle/123456789/3548-
dc.descriptionp49-64p.en_US
dc.description.abstractThis work aimed at the motivational aspect of the accomplishment of the Nucleus of Digital Games and Learning, optional for the teachers of the Distance Learning Specialization Course in Digital Culture. Methodologically it is a case study of qualitative and quantitative approach. As a data collection instrument, questionnaires and semi structured interviews with the graduate teachers are used. The qualitative data were analyzed according to content analysis and quantitative analysis in a descriptive and inferential statistic. The following issues were analyzed: the relationship of the teachers with digital games, regarding: the type of game, frequency, and the medium used to play; the possible influences of gender, age and professional performance on playing activity; and the association between the level of motivation with previous experiences as a player and the willingness to use digital games in school. The results pointed out that teachers who have experience as game players showed a higher level of motivation for the accomplishment of the Nucleus, as well as evidenced a relation of motivation for the improvement of their pedagogical practices.en_US
dc.publisherRE@D - Revista de Educação a Distância e Elearningen_US
dc.subjectJogos Digitaisen_US
dc.subjectMotivaçãoen_US
dc.subject; Educação;Formação de Professores à Distância.en_US
dc.titleA motivação e a formação de professores a distância para a utilização de jogos digitais em suas práticas pedagógicasen_US
dc.typeArticleen_US
Appears in Collections:Tecnologia Educativa e E-Learning



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