ReTER – v. 4, n. 1, 2023 – Publicação Contínua

					View ReTER – v. 4, n. 1, 2023 – Publicação Contínua
Published: 2023-05-04

Artigos

Dossiê Temático – Jogos e Gamificação aplicados à Educação

  • PHYSICAL ACTIVITY IN PLAY: SCIENTIFIC KNOWLEDGE ABOUT EXGS IN SBGAMES

    Gilson Cruz Junior, Eder Isaac Nina Pereira
    e1/1-21
    DOI: https://doi.org/10.5902/2675995072231
  • GAMIFYING CHEMISTRY TEACHING: AN EXPERIENCE REPORT DURING REMOTE TEACHING

    Leandro Lampe, Claudia Smaniotto Barin, Ricardo Machado Ellensohn
    e2/1-16
    DOI: https://doi.org/10.5902/2675995071912
  • DIGITAL INFORMATION AND COMMUNICATION TECHNOLOGIES IN THE CLASSROOM: APPLICATION OF THE KAHOOT TOOL! AS A LEARNING OBJECT

    Vitor Skif, Terezinha Galli do Rosário, Carmem Lúcia Costa Amaral, Juliano Schimiguel
    e3/1-15
    DOI: https://doi.org/10.5902/2675995071682
  • GAMIFICATION AND TEST ANXIETY: CONSIDERATIONS ABOUT SCHOOL ASSESSMENTS

    Janaina Schlickmann Klettemberg, Felipe Becker Nunes
    e4/1-22
    DOI: https://doi.org/10.5902/2675995072175
  • SERIOUS GAMES AS A FOOD AND NUTRITIONAL EDUCATION TOOL IN PROMOTING HEALTHY EATING IN SCHOOLCHILDREN

    Luciana dos Santos Celia Fossari, Tamires Miranda Pereira da Cruz, Tatiana Mezadri, Luciane Peter Grillo
    e5/1-20
    DOI: https://doi.org/10.5902/2675995071626
  • QUALITY ANALYSIS OF THE STOPOTS GAME TO REVIEW TYPES OF NOUNS IN ELEMENTARY EDUCATION

    Gisele Lauxen Adolfo, Giani Petri
    e6/1-21
    DOI: https://doi.org/10.5902/2675995071740
  • CONTINUOUS TRAINING OF TEACHERS IN THE MIDST OF ACTIVE TECHNOLOGIES AND METHODOLOGIES: AN EXPERIENCE REPORT USING THE LEARNING SCRIPT

    Maura da Costa e Silva, Ivana Fontoura Carvalho
    e7/1-11
    DOI: https://doi.org/10.5902/2675995071286
  • SOFTWARE CITY – AN EDUCATIONAL 3D VIRTUAL WORLD GAME TO SUPPORT TEACH AND LEARN SOFTWARE ENGINEERING CONCEPTS

    Nikollas Kauê Soares Gomes, Giliane Bernardi, Andre Zanki Cordenonsi, Jonathan Donato Pippi
    e8/1-19
    DOI: https://doi.org/10.5902/2675995072203
  • SUPER JOY: THE CREATION OF A POST-PANDEMIC LITERACY GAME

    Luciene de Sousa Teixeira Vales, Gustavo de Menezes Antunes, Felipe Martins de Medeiros, Renato de Freitas Rochedo, André Luiz Ferreira de Castro Santana, Carolina Beatriz Lessa Monteiro
    e9/1-21
    DOI: https://doi.org/10.5902/2675995071906
  • THE USE OF GAMES TO APPROACH ENVIRONMENTAL ISSUES: AN ANALYSIS OF THE NGO AKATU

    Gabrielle Silva Bittencourt, Andresa Silva da Costa Mutz
    e11/1-18
    DOI: https://doi.org/10.5902/2675995072235
  • GAMIFICATION IN ALFABECLICANDO RESEARCH

    Luciene de Sousa Teixeira Vales, Maristela da Cunha Porto, Thais da Cruz Martins, Maisa Caroline Carvalho dos Anjos Lacerda, Lorrayne dos Santos, Kamila Melo de Oliveira Costa
    e12/1-22
    DOI: https://doi.org/10.5902/2675995072233

Relatos de Experiência

Análise de Tecnologias Educacionais Inovadoras

  • ONCE UPON A TIME: A LEARNING OBJECT AND LITERARY LITERACY

    Denise Claudete Bezerra de Oliveira
    e17/1-12
    DOI: https://doi.org/10.5902/2675995073388