Interactive games as an attraction strategy for technology and maker culture
Abstract
This project presents a prototype using the Makey Makey board to turn conductive objects, such as potatoes, into controls for the CupHead game. The proposal combined fun and learning, arousing the public's curiosity and promoting interest in maker culture and the functioning of electrical circuits in a practical and interactive way.
Keywords:
Makey Makey, interactive games, maker culture, electrical circuits, prototype
References
Antunes, J. & Rodrigues, E. S. J. (2022). Análise do desenvolvimento temático dos estudos sobre games na educação. Educação e Pesquisa, 48, p.e240020.
Lemos, S. D. V. & Valente, J. A. (2023). Estudo da Cultura Maker na Escola. Revista E-Curriculum. DOI: 10.23925/1809-3876.2023v21e60975
Lemos, S. D. V. & Valente, J. A. (2023). Estudo da Cultura Maker na Escola. Revista E-Curriculum. DOI: 10.23925/1809-3876.2023v21e60975
Published
2024-12-05
How to Cite
CUNHA, Gustavo Sergio Ferreira; DOS SANTOS, Pedro Henrique Braz; FERREIRA, Tiago Cardoso.
Interactive games as an attraction strategy for technology and maker culture. In: REGIONAL SCHOOL ON INFORMATICS OF GOIÁS (ERI-GO), 12. , 2024, Ceres/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 269-271.
DOI: https://doi.org/10.5753/erigo.2024.5087.
