Desenvolvimento de um jogo sério para a aprendizagem de manutenção de computadores
Ano de defesa: | 2014 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Uberlândia
BR Programa de Pós-graduação em Engenharia Elétrica Engenharias UFU |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
|
País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | https://repositorio.ufu.br/handle/123456789/14596 https://doi.org/10.14393/ufu.di.2014.487 |
Resumo: | Developing Serious Games for teaching and learning has currently emerged as research field-fertile. In the context of computer maintenance, educational institutions lack of updated hardware and that makes preparation and implementation of practical assessments difficult to teachers. In this scenario, learners face some problems in developing activities related to computer maintenance. This project proposes the development of a game to recreate situations that require practical knowledge of computer maintenance in a virtual simulator. The student is given a number of tasks, such as fitting the processor, and both a RAM and a video card modules. The game is conducted in three levels, i.e., basic, intermediate and advanced. The user steps through the process according to the conclusion of each phase. The teacher prepares and gives the student a questionnaire that changes from one level to another, according to the knowledge acquired. One of the advantages of this work is related to cost reduction in maintenance and acquisition of hardware, such as working with the latest processors. Furthermore, working with the solutions developed facilitates asynchronous learners training in environments which are adverse to the traditional teaching laboratories, as it does not require the physical hardware. Aspects related to simplicity of use, graphic quality and flow were considered in the context of the solution development, in order to reach the teachers and learners target audience. |