scholarly journals Jogos educacionais digitais com design centrado no usuário: Uma revisão sistemática da literatura / User-centered design digital educational games: A systematic review of the literature

2021 ◽  
Vol 7 (12) ◽  
pp. 120183-120193
Author(s):  
Luis Roberto Taborda ◽  
Eloiza Aparecida Silva Ávila De Matos ◽  
Samuel de Oliveira Motta
2015 ◽  
Vol 4 (1) ◽  
Author(s):  
Holly O Witteman ◽  
Selma Chipenda Dansokho ◽  
Heather Colquhoun ◽  
Angela Coulter ◽  
Michèle Dugas ◽  
...  

2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Novia Novia ◽  
Anna Permanasari ◽  
Riandi Riandi ◽  
Ida Kaniawati

Paper ini memetakan berbagai perspektif tentang game edukasi dan pengaruhnya terhadap kreativitas serta menyatukan pemikiran terbaru di bidang ini. Tujuan utama penelitian ini adalah untuk mengetahui apakah penggunaan teknologi berupa educational game dapat meningkatkan kreativitas siswa dalam pembelajaran di kelas. Tinjauan Sistematis ini menggunakan 30 publikasi yang berasal indexed journal antara tahun 2010 hingga 2020 untuk menyoroti fokus bidang penelitian ini. Metode yang digunakan dalam penelitian ini adalah systematic review dengan pedoman Kitchenham terhadap studi penggunaan educational game untuk meningkatkan kreativitas siswa. Hasil penelitian ini menunjukkan bahwa penggunaan educational game memiliki efek aktif dalam memperkuat pemikiran kreatif siswa. Studi ini memberikan saran tentang bagaimanakah metode untuk meningkatkan kreativitas, memotivasi, dan meningkatkan hasil belajar serta mendemonstrasikan pembelajaran dengan educational game. Studi ini memberikan sebuah pandangan untuk peneliti, desainer game, pengembang di bidang educational game dan kreativitas. Research trend on the educational game to improve students’ creativity? A systematic review of the literature  AbstractThis paper maps different perspectives on educational games and their impact on creativity and brings together the latest thinking in this area. The main objective of this study was to determine whether the use of technology in the form of educational games could increase student creativity in classroom learning. This Systematic Review uses 30 publications from indexed journals between 2010 and 2020 to highlight the focus of this research area. The method used in this study is a systematic review of Kitchenham's guidelines on the study of the use of educational games to increase student creativity. The results of this study indicate that the use of educational games has an active effect in strengthening students' creative thinking. This study provides suggestions on how to increase creativity, motivate, and improve learning outcomes as well as demonstrate learning with educational games. This study provides a view for researchers, game designers, developers in the fields of educational games and creativity.


Author(s):  
Tiago Silva da Silva ◽  
Angela Martin ◽  
Frank Maurer ◽  
Milene Silveira

2020 ◽  
Vol 5 (1) ◽  
pp. 326-338 ◽  
Author(s):  
Kristen Weidner ◽  
Joneen Lowman

Purpose We conducted a systematic review of the literature regarding adult telepractice services (screening, assessment, and treatment) from approximately 2014 to 2019. Method Thirty-one relevant studies were identified from a literature search, assessed for quality, and reported. Results Included studies illustrated feasibility, efficacy, diagnostic accuracy, and noninferiority of various speech-language pathology services across adult populations, including chronic aphasia, Parkinson's disease, dysphagia, and primary progressive aphasia. Technical aspects of the equipment and software used to deliver services were discussed. Some general themes were noted as areas for future research. Conclusion Overall, results of the review continue to support the use of telepractice as an appropriate service delivery model in speech-language pathology for adults. Strong research designs, including experimental control, across multiple well-described settings are still needed to definitively determine effectiveness of telepractice services.


VASA ◽  
2020 ◽  
pp. 1-6 ◽  
Author(s):  
Marina Di Pilla ◽  
Stefano Barco ◽  
Clara Sacco ◽  
Giovanni Barosi ◽  
Corrado Lodigiani

Summary: A 49-year-old man was diagnosed with pre-fibrotic myelofibrosis after acute left lower-limb ischemia requiring amputation and portal vein thrombosis. After surgery he developed heparin-induced thrombocytopenia (HIT) with venous thromboembolism, successfully treated with argatroban followed by dabigatran. Our systematic review of the literature supports the use of dabigatran for suspected HIT.


Sign in / Sign up

Export Citation Format

Share Document