SCIENTIFIC LITERACY TEST
PROPOSAL FOR AN EDUCATIONAL GAME WHOSE PURPOSE IS TO DETECT AN IMMUNIZER TO FIGHT COVID-19
DOI:
https://doi.org/10.54909/sp.v7i1.128236Keywords:
Scientific Literacy, Gamification, Science, Technology and Society, MultimediaAbstract
Educational games have become an important tool in the educational context, widely accepted and mastered by the current generation of students. In the teaching and learning process, these games need a notorious user engagement. In this context, this article presents an experience report that shows the development process of an educational game, elaborated on the Construct 2 software platform, and which was called Scientist Avenger. The purpose of the game was to reproduce in its structure the Simplified Scientific Literacy Test (TACB-S), developed by Vizzoto and Mackedanz. It is worth noting that the action began during the COVID-19 pandemic, which led educational institutions to suspend their face-to-face activities, as well as modifying society’s social behavior. At that moment, gamification emerged as an active methodology that was familiar with students of different age groups. Methodologically, the game was planned to go through four (4) phases and, in the future, it will be applied to high school students from schools in the interior of the state of Rio Grande do Sul. It is hoped that the educational game developed becomes another possibility for the use of digital
technologies in the school context and that it can stimulate future work in order to make the game
applicable to any level of education or groups of individuals.
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