Quizmica: jogo educacional de Química e Biologia envolvendo o sistema de captura de movimento - Kinect for Windows.

Authors

  • Luis Fernando Soares Universidade Federal de São João del-Rei
  • Stênio Nunes Alves
  • Eduardo Henrique de Matos Lima
  • Heitor Antônio Gonçalves
  • Rafael Cesar Russo Chagas
  • Lucas Fernandes do Carmo

DOI:

https://doi.org/10.24862/cco.v14i4.962

Abstract

Introduction: Games can be seen as the basis of engaging students and teachers in school, creating an immersive learning environment. The contents and topics can be treated in a playful way, with great possibilities for a better performance of students in the current cyber-cultural context. Objective: This paper presents the development of an educational game based on QUIZ, with chemistry and biology content issues, using motion capture technology, a process used in the last generation of video games, in partnership with teachers and students of high school in Divinópolis city, Minas Gerais. Methodology: Lectures on TDIC were held for teachers and courses on educational games for students and teachers. A Quiz game was developed with the Kinect motion capture system as a teaching tool in Chemistry and Biology classes. In the game were added 50 questions of Chemistry and 10 of Biology. The software was presented in high school, where students and teachers through a questionnaire evaluated the game and its contents. Results: According to the evaluation of the students, the game was considered as great for the layout (70%), images (80%) and interaction (70%) and the teachers perceived an increase in the number of correct answers in an evaluation of the students participating in the project referring to the game. Conclusion: The results point to an efficacy of the game considering one of the possibilities of the use of TDIC in education.

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Published

2019-12-13

How to Cite

Soares, L. F., Alves, S. N., de Matos Lima, E. H., Gonçalves, H. A., Chagas, R. C. R., & do Carmo, L. F. (2019). Quizmica: jogo educacional de Química e Biologia envolvendo o sistema de captura de movimento - Kinect for Windows. Conexão Ciência Online, 14(4), 7–16. https://doi.org/10.24862/cco.v14i4.962

Issue

Section

Original Articles