{"id":{"repo_id":"brazil-ufpb","oai_identifier":"oai:repositorio.ufpb.br:123456789/1889"},"canonical_url":"https://search.dev.ndltd.org/etd/brazil-ufpb/oai:repositorio.ufpb.br:123456789/1889","repository":{"repo_id":"brazil-ufpb","name":"Brazil UFPB","base_url":"https://repositorio.ufpb.br/oai/request"},"display":{"title":"Jogos eletrônicos: contribuições para o processo de aprendizagem","abstract":"Video games as well as traditional games, contribute significantly to the acquisition and construction of knowledge. Based on this assumption the present study has the general objective: to know in which electronic games aspects contributes to the development of learning. Specifically, it seeks to compare how it develops learning of frequent play with infrequent; identify which cognitive skills develop electronic games. Thus we used a qualitative field research, with the data collection instrument a questionnaire with 07 (seven) questions, 02 (two) sociodemographic and five (05) open, also used an activity with 07 (seven) tests that aims to identify the cognitive abilities of video games and buy the learning of the players; the sample population for this study was composed of six (06) students from East and Technical Education, with ages ranging from 13 to 22 years, all of the city of Mari-PB. The data were analyzed qualitatively and confirmed that video games contribute significantly to learning and indeed those who play often have more developed cognitive abilities compared to those who do not play.","abstract_html":"Video games as well as traditional games, contribute significantly to the acquisition and construction of knowledge. Based on this assumption the present study has the general objective: to know in which electronic games aspects contributes to the development of learning. Specifically, it seeks to compare how it develops learning of frequent play with infrequent; identify which cognitive skills develop electronic games. Thus we used a qualitative field research, with the data collection instrument a questionnaire with 07 (seven) questions, 02 (two) sociodemographic and five (05) open, also used an activity with 07 (seven) tests that aims to identify the cognitive abilities of video games and buy the learning of the players; the sample population for this study was composed of six (06) students from East and Technical Education, with ages ranging from 13 to 22 years, all of the city of Mari-PB. The data were analyzed qualitatively and confirmed that video games contribute significantly to learning and indeed those who play often have more developed cognitive abilities compared to those who do not play.","abstract_has_math":false,"creators":["Silva, Samara Salete da"],"institution":"Universidade Federal da Paraíba","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2016,"date_issued":"2016-06-09","date_published":"2016-06-09","updated_at":"2026-07-24T01:18:24Z","subjects":["Psicopedagogia","Ensino - aprendizagem","Jogos eletrônicos"],"languages":["por"],"rights":["Acesso aberto"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://repositorio.ufpb.br/jspui/handle/123456789/1889","outbound_label":"Repository record","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Silva, Samara Salete da"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2017-08-31T10:48:16Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2016-06-22","2017-08-31T10:48:16Z"]},{"key":"dc:date.issued","label":"Date","values":["2016-06-09"]},{"key":"dc:publisher","label":"Institution","values":["Universidade Federal da Paraíba"]},{"key":"dc:publisher.department","label":"Dc Publisher Department","values":["Psicopedagogia"]},{"key":"dc:type","label":"Dc Type","values":["TCC"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Psicopedagogia","Ensino - aprendizagem","Jogos eletrônicos"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["por"]},{"key":"dc:rights","label":"Dc Rights","values":["Acesso aberto"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://repositorio.ufpb.br/jspui/handle/123456789/1889"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Video games as well as traditional games, contribute significantly to the acquisition and construction of knowledge. Based on this assumption the present study has the general objective: to know in which electronic games aspects contributes to the development of learning. Specifically, it seeks to compare how it develops learning of frequent play with infrequent; identify which cognitive skills develop electronic games. Thus we used a qualitative field research, with the data collection instrument a questionnaire with 07 (seven) questions, 02 (two) sociodemographic and five (05) open, also used an activity with 07 (seven) tests that aims to identify the cognitive abilities of video games and buy the learning of the players; the sample population for this study was composed of six (06) students from East and Technical Education, with ages ranging from 13 to 22 years, all of the city of Mari-PB. The data were analyzed qualitatively and confirmed that video games contribute significantly to learning and indeed those who play often have more developed cognitive abilities compared to those who do not play."]},{"key":"dc:title","label":"Title","values":["Jogos eletrônicos: contribuições para o processo de aprendizagem"]}]}],"canonical_facts":{"dc:creator":["Silva, Samara Salete da"],"dc:date.accessioned":["2017-08-31T10:48:16Z"],"dc:date.available":["2016-06-22","2017-08-31T10:48:16Z"],"dc:date.issued":["2016-06-09"],"dc:description.abstract":["Video games as well as traditional games, contribute significantly to the acquisition and construction of knowledge. Based on this assumption the present study has the general objective: to know in which electronic games aspects contributes to the development of learning. Specifically, it seeks to compare how it develops learning of frequent play with infrequent; identify which cognitive skills develop electronic games. Thus we used a qualitative field research, with the data collection instrument a questionnaire with 07 (seven) questions, 02 (two) sociodemographic and five (05) open, also used an activity with 07 (seven) tests that aims to identify the cognitive abilities of video games and buy the learning of the players; the sample population for this study was composed of six (06) students from East and Technical Education, with ages ranging from 13 to 22 years, all of the city of Mari-PB. The data were analyzed qualitatively and confirmed that video games contribute significantly to learning and indeed those who play often have more developed cognitive abilities compared to those who do not play."],"dc:identifier.uri":["https://repositorio.ufpb.br/jspui/handle/123456789/1889"],"dc:language":["por"],"dc:publisher":["Universidade Federal da Paraíba"],"dc:publisher.department":["Psicopedagogia"],"dc:rights":["Acesso aberto"],"dc:subject":["Psicopedagogia","Ensino - aprendizagem","Jogos eletrônicos"],"dc:title":["Jogos eletrônicos: contribuições para o processo de aprendizagem"],"dc:type":["TCC"]},"updated_at":"2026-07-24T01:18:24Z"}