Female representation in an educational game aiming to encourage the learning of Brazilian History
Abstract
This paper aims to discuss and highlight the relevance of female presence in electronic games, based on the evaluation of an educational game designed to encourage learning about Brazilian History. The impacts and demands of female protagonism in digital environments, particularly in educational games, are discussed through the results of the thematic study, development, and analysis of the game. The analysis was conducted using the Bechdel test and a survey with students from elementary, high school, and higher education levels, as well as experts and teachers regarding the game. The results indicate that female representation and identification with the characters are positive factors in the ludic and educational experience.
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