Robolix: educational game proposal about the correct disposal of electronic waste
Abstract
This paper presents the proposal for the educational game “Robolix” which addresses, in a playful way, information about the correct disposal of electronic waste, a growing problem that poses risks to the environment and people's health. The game prototype was well accepted by the test participants and the game can collaborate, in some way, to promote awareness about the problem of e-waste in contemporary times.
Keywords:
e-lixo, serious game, environmental preservation
References
ABDI – Agência Brasileira de Desenvolvimento Industrial. (2013). Logística reversa de de equipamentos eletroeletrônicos – análise de viabilidade técnica e econômica. Brasília, novembro, 2013. Disponível em: [link]
Arvers, I. (2009). Serious Games. The International Digital Art Magazine.
Arruda, Valdeci; Violante, Lucas; Júnior, Ivaldir; Vieira, Jeferson. (2021) Ecobot: a gamificated app about electronic waste. In: Proceedings and Abstracts, 18th CONTECSI, 2021. DOI: 10.5748/18CONTECSI/COM/SOC/6836,
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9.
Dörner, R.; Göbel, S.; Effelsberg, W.; Wiemeyer, J. (2016). Introduction. In: Dörner, R.; Göbel, S.; Effelsberg, W.; Wiemeyer, J. (Eds.). Serious Games: Foundations, Concepts and Practice. Spinger Nature, Cham, p.1-34.
Duarte, Leonardo; Santos, Otávio; Albuquerque, Rafael; Abreu, Victor; Coutinho, Denilson; Ghetti, Tiago; Balista, Vania. (2018). PapaLixo: Um Jogo Sério para a Conscientização quanto o Descarte de Resíduos Sólidos. In: Proceedings of SbGames, Education Track, ISSN: 2179-2259.
Forti V., Baldé C.P., Kuehr R., Bel G. (2020). The Global E-waste Monitor 2020: Quantities, flows and the circular economy potential. United Nations University (UNU)/United Nations Institute for Training and Research (UNITAR) – co-hosted SCYCLE Programme, International Telecommunication Union (ITU) & International Solid Waste Association (ISWA), Bonn/Geneva/Rotterdam.
Mattos, K. M. da C., Mattos, K. M. da C., Perales, W. J. S. (2008). Os Impactos Ambientais Causados Pelo Lixo Eletrônico e o Uso da Logística Reversa Para Minimizar os Efeitos Causados ao Meio Ambiente. XXVIII Encontro Nacional De Engenharia De Produção, 11.
Michael, D.; Chen, S. 2006. Serious games: games that educate, train and inform. Thomson Course Technology PTR, Boston, 287p.
Prefeitura de Curitiba. (2015). Pró-Cidadania lança game que incentiva boas práticas e preservação do meio ambiente. Disponível em: [link]
Prensky, M. (2005). Computer games and learning: digital game-based learning. In: Raessens, J.; Goldstein, J. (Eds.). Handbook of Computer Game Studies. The MIT Press, Cambrigde and London, p.97-123.
Pires, Fernanda; Ferreira, Rafaela; Silva, Marcos; Batista, Jean; Franzola, Fabrizio; Freitas, Rosiane. (2018). EcoLogic: um jogo de estratégia para o desenvolvimento do pensamento computacional e da consciência ambiental. In: Anais dos Workshops do VII Congresso Brasileiro de Informática na Educação (WCBIE 2018)
Arvers, I. (2009). Serious Games. The International Digital Art Magazine.
Arruda, Valdeci; Violante, Lucas; Júnior, Ivaldir; Vieira, Jeferson. (2021) Ecobot: a gamificated app about electronic waste. In: Proceedings and Abstracts, 18th CONTECSI, 2021. DOI: 10.5748/18CONTECSI/COM/SOC/6836,
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9.
Dörner, R.; Göbel, S.; Effelsberg, W.; Wiemeyer, J. (2016). Introduction. In: Dörner, R.; Göbel, S.; Effelsberg, W.; Wiemeyer, J. (Eds.). Serious Games: Foundations, Concepts and Practice. Spinger Nature, Cham, p.1-34.
Duarte, Leonardo; Santos, Otávio; Albuquerque, Rafael; Abreu, Victor; Coutinho, Denilson; Ghetti, Tiago; Balista, Vania. (2018). PapaLixo: Um Jogo Sério para a Conscientização quanto o Descarte de Resíduos Sólidos. In: Proceedings of SbGames, Education Track, ISSN: 2179-2259.
Forti V., Baldé C.P., Kuehr R., Bel G. (2020). The Global E-waste Monitor 2020: Quantities, flows and the circular economy potential. United Nations University (UNU)/United Nations Institute for Training and Research (UNITAR) – co-hosted SCYCLE Programme, International Telecommunication Union (ITU) & International Solid Waste Association (ISWA), Bonn/Geneva/Rotterdam.
Mattos, K. M. da C., Mattos, K. M. da C., Perales, W. J. S. (2008). Os Impactos Ambientais Causados Pelo Lixo Eletrônico e o Uso da Logística Reversa Para Minimizar os Efeitos Causados ao Meio Ambiente. XXVIII Encontro Nacional De Engenharia De Produção, 11.
Michael, D.; Chen, S. 2006. Serious games: games that educate, train and inform. Thomson Course Technology PTR, Boston, 287p.
Prefeitura de Curitiba. (2015). Pró-Cidadania lança game que incentiva boas práticas e preservação do meio ambiente. Disponível em: [link]
Prensky, M. (2005). Computer games and learning: digital game-based learning. In: Raessens, J.; Goldstein, J. (Eds.). Handbook of Computer Game Studies. The MIT Press, Cambrigde and London, p.97-123.
Pires, Fernanda; Ferreira, Rafaela; Silva, Marcos; Batista, Jean; Franzola, Fabrizio; Freitas, Rosiane. (2018). EcoLogic: um jogo de estratégia para o desenvolvimento do pensamento computacional e da consciência ambiental. In: Anais dos Workshops do VII Congresso Brasileiro de Informática na Educação (WCBIE 2018)
Published
2023-11-06
How to Cite
RODRIGUES, Andrea Carla Vargas.
Robolix: educational game proposal about the correct disposal of electronic waste. In: EDUCATION TRACK – SHORT PAPERS - BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES), 22. , 2023, Rio Grande/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.
p. 1078-1083.
DOI: https://doi.org/10.5753/sbgames_estendido.2023.234209.
