A study with all schools in the city of Maricá during a complete academic year using games to increase students confidence in their professional possibilities in the games industry

Resumo


Brazil is one of the largest video game markets in the world, however, its own game industry is almost nonexistent. Although at first unrelated, Brazil’s public schools focus little on technology use beyond day-to-day affairs, even though Brazil’s National Curriculum guiding document - BNCC, recommends the use of technology in significant ways that stimulate student’s critical thinking. The city of Maricá, Rio de Janeiro, Brazil, decided to legitimize games in schools via a yearlong project, to stimulate local game industry and comply with the National Curriculum guidance. This research was based on results regarding the yearlong experiment with students held during the aforementioned project, called Ti- Games. This initiative involved all fifty schools of the city and is an attempt to answer whether games in schools can or cannot help stimulate student’s confidence in relation to game industry professions. Answers were drawn from 88 students who managed to reach semi-finals and were involved with activities during the whole school year. The study will also show other secondary impacts resulting from the Ti-Games project.

Palavras-chave: Games, Gamers, Tournament, Ti-Games, Schools

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Publicado
18/10/2021
PRADO, Victor; DELGADO, Carla; DA SILVA, Mônica Ferreira; GRIÕN, Lorena Pires; NASCIMENTO, Leandro Mendonça do; MOURA, Waldir Siqueira. A study with all schools in the city of Maricá during a complete academic year using games to increase students confidence in their professional possibilities in the games industry. In: TRILHA DE EDUCAÇÃO – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . p. 363-369. DOI: https://doi.org/10.5753/sbgames_estendido.2021.19668.