Please use this identifier to cite or link to this item: https://repositorio.inpa.gov.br/handle/1/15549
Title: Ecoethos da Amazônia: Interaction and youth playfulness in a simulation game
Other Titles: Ecoethos da Amazônia: interação e ludicidade juvenil mediada por um jogo de simulação
Authors: Alves, Iris Rianne Santana
Higuchi, Maria Inês Gasparetto
Issue Date: 2019
metadata.dc.publisher.journal: Desenvolvimento e Meio Ambiente
metadata.dc.relation.ispartof: Volume 51, Pags. 247-262
Abstract: Ecoethos da Amazônia is a simulation game that explores the symbology of the five elements (Earth, Water, Air, Fire, and Care) by the use of tridimensional models. The set consisted of a circular space with four stations, each representing one of the four natural elements. The players must solvethe challengespresented to them in each station. The Water pollution station deals with waste and water supply; the Air station brings questions about greenhouse gas emission, carbon sequestration, and land use; the Earth station presents questions focused on biodiversity, relief, and water resources; the Fire station alternative energy options are explored, always considering the biodiversity, the physical-geographical, the social and the economic characterization of the environment. The aim of this study was to evaluate players’ experience and understanding of the concepts explored during the activity. The theoretical approach was based on the Gamer User Experience Evaluation and the Bloom Taxonomy. Participated in this study 168 students (6ºto9ºgrades) of public schools. Some pre-established categories were considered for the analysis: opinion about the experience, game layout, difficulties handling parts, feelings triggered, understanding the representation of the parts, playfulness, and potential in changing behavior. Ecoethos da Amazônia was considered a game that teaches, entertains and enables responsible interaction. The game engages the participant’s attention and the situations presented were challenging buteasy to understand. The results showed that the game experience can promote environmental responsibility while pointing out the potential of the game to raise awareness, inform and reflect on social and environmental issues. © 2019 Universidade Federal do Parana. All rights reserved.
metadata.dc.identifier.doi: 10.5380/dma.v51i0.55185
Appears in Collections:Artigos

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