Karuchã Ships Invaders em Sala de Aula: Relato de Experiência do Uso do Jogo Educacional por Estudantes de Japonês do IFRN
Abstract
Educational games are produced in academic environments, aiming to help the learning process of a given content, and experiments with potential users are habitual. However, to validate the efficacy of these applications, it is necessary to accomplish a study in a real environment, during a period of time longer than in a controlled experiment, to be able to conclude something about the learning of the students by the use of the educational software. In this context, this work presents an experience report of the application of an educational game for basic Japanese language learning, in loco in a Japanese Language classroom course, offered during a school semester by the Federal Institute of Education, Science and Technology of Rio Grande do Norte (IFRN).
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