Game Development for Learning: An Educational Themed Game Design Approach
Resumo
Introduction: In serious games or more specifically, educational games, maintaining a critical balance between gaming and didactic elements is quite a challenge. Current serious games quite often harness educational potential of games, favoring the player experiences above learning efficacy. These games may neglect the knowledge established in instructional design or try to prioritize educational information without seamlessly integrating it to the game. Objective: This work presents a rapid development approach of an educational game about the Brazilian electrical system and sustainability, describing some possible approaches that can be used to maintain the playful aspect, prioritizing learning and maintaining a seamless design. Methodology: Although the game, called SustenPata: Uma Aventura Eletrizante was built upon the electrical system and sustainability subject, the strategies and design employed can also be used in digital games that address other educational subjects. Results: The game was tested and endorsed by middle school students, in addition to being selected as the best game at GamethONS competition 2023.
Palavras-chave:
Educational Game Development, Game Design, Brazilian Electrical System
Referências
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Arthur Ramos, C. E. G. (2019). Os desafios do sistema elétrico brasileiro: Avanços esperados frente à transformação global. Strategy&. 2019.
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Edgar, D. (1969). Audiovisual methods in teaching. 1969. 3rd ed. Nova Iorque: Holt, Rinehart & Winston, New York.
Energética, I. E. T. (2023). Panorama do Sistema Elétrico Brasileiro 2019. Rio de Janeiro/RJ – Brasil. 2023.
J. Stewart, L. Bleumers, J. V. L. e. a. (2013). The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy. C. Centeno (Ed.). Brussels: Joint Research Centre, European Commission. 2013.
Ledda, R. (2012). 7 Tips For A Game-Based Learning Success. eLearning Industry. 2012.
Magda A. de O. Franco, e. a. (2018). Jogos Como Ferramentas Para Aprendizagem. V CONEDU-Congresso Nacional de Educação, n5. 2018.
Peña-Miguel Noemí, S. H. M. (2014). Educational Games for Learning. Universal Journal of Educational Research, Vol. 2, No. 3, pp. 230 - 238, 2014. DOI: 10.13189/ujer.2014.020305.
Rabin, S. (2012). Introdução ao desenvolvimento de games, volume 1, Entendendo o universo dos jogos. São Paulo : Cengage Learning. 637p. ISBN: 9788522111442. 2012.
S. W. Chen, C. H. Y. e. a. (2019). Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes. Innovat.Educ. Teach. Int. 56, 66–76. DOI: 10.1080/14703297.2017.1348960. 2019.
Tamosevicius, R. (2022). Why Is Game-Based Learning Important? eLearning Industry. 2023.
Vygotsky, L. S. (2007). A formação social da mente. São Paulo: Martins Fontes. 2007.
W. Westera, R. Prada, S. M. e. a. (2019). Artificial intelligence moving serious gaming: Presenting reusable game AI components. Education and Information Technologies, vol. 25, pp. 351-380, 2019, DOI: 10.1007/s10639-019-09968-2. 2019.
Westera, W. (2022). The devil’s advocate: identifying persistent problems in serious game design. International Journal of Serious Games, 9:115–124.
Zamzami Zainuddin, e. a. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review. 30. 2020.
Introduction Brazilian Electrical System Games and Education Related Work Methodology Game Design and Implementation Aspects Game Mechanics Educational Aspects Creation of Audiovisual Assets Results and Discussions Conclusion and Future Work
Adams, E. (2010). Fundamentals of Game Design. 2. ed. p. 54-63. ed. Berkley: New Riders. 2010.
ANEEL (2018). Workspace da Fiscalização: Boletim de Informações Gerenciais. 2018.
Arthur Ramos, C. E. G. (2019). Os desafios do sistema elétrico brasileiro: Avanços esperados frente à transformação global. Strategy&. 2019.
C. Linehan, B. Kirman, S. L. e. (2011). "practical, appropriate, empirically-validated guidelines for designing educational games". In Proceedings of 2011 SIGCHI Conference on Human Factors in Computing Systems, New York, NY. 2011. ACM Press.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper and Row. 1990.
D. Bulut, Y. Samur, Z. C. (2022). The effect of educational game design process on students’ creativity. Smart Learn. Environ. 9, 8. 2022.
de Freitas, S. (2006). Learning in Immersive Worlds: A review of game-based learning. Bristol. Joint Information System. 2006.
Drielly Adrean Batista, C. L. D. (2012). O Processo de Ensino e de Aprendizagem Através dos Jogos Educativos no Ensino Fundamental. Encontro de Ensino, Pesquisa e Extensão, Presidente Prudente, 22 a 25 de outubro, 2012.
E. A. Boyle, T. Hainey, T. M. C. e. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94:178–192.
E. L Deci, R. M. R. (2004). Handbook of self-determination research. Rochester: University Rochester Press. 2004.
Edgar, D. (1969). Audiovisual methods in teaching. 1969. 3rd ed. Nova Iorque: Holt, Rinehart & Winston, New York.
Energética, I. E. T. (2023). Panorama do Sistema Elétrico Brasileiro 2019. Rio de Janeiro/RJ – Brasil. 2023.
J. Stewart, L. Bleumers, J. V. L. e. a. (2013). The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy. C. Centeno (Ed.). Brussels: Joint Research Centre, European Commission. 2013.
Ledda, R. (2012). 7 Tips For A Game-Based Learning Success. eLearning Industry. 2012.
Magda A. de O. Franco, e. a. (2018). Jogos Como Ferramentas Para Aprendizagem. V CONEDU-Congresso Nacional de Educação, n5. 2018.
Peña-Miguel Noemí, S. H. M. (2014). Educational Games for Learning. Universal Journal of Educational Research, Vol. 2, No. 3, pp. 230 - 238, 2014. DOI: 10.13189/ujer.2014.020305.
Rabin, S. (2012). Introdução ao desenvolvimento de games, volume 1, Entendendo o universo dos jogos. São Paulo : Cengage Learning. 637p. ISBN: 9788522111442. 2012.
S. W. Chen, C. H. Y. e. a. (2019). Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes. Innovat.Educ. Teach. Int. 56, 66–76. DOI: 10.1080/14703297.2017.1348960. 2019.
Tamosevicius, R. (2022). Why Is Game-Based Learning Important? eLearning Industry. 2023.
Vygotsky, L. S. (2007). A formação social da mente. São Paulo: Martins Fontes. 2007.
W. Westera, R. Prada, S. M. e. a. (2019). Artificial intelligence moving serious gaming: Presenting reusable game AI components. Education and Information Technologies, vol. 25, pp. 351-380, 2019, DOI: 10.1007/s10639-019-09968-2. 2019.
Westera, W. (2022). The devil’s advocate: identifying persistent problems in serious game design. International Journal of Serious Games, 9:115–124.
Zamzami Zainuddin, e. a. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review. 30. 2020.
Introduction Brazilian Electrical System Games and Education Related Work Methodology Game Design and Implementation Aspects Game Mechanics Educational Aspects Creation of Audiovisual Assets Results and Discussions Conclusion and Future Work
Publicado
30/09/2025
Como Citar
SILVA, Alexandre Soares da.
Game Development for Learning: An Educational Themed Game Design Approach. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 24. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 1206-1217.
DOI: https://doi.org/10.5753/sbgames.2025.9716.
