[{"data":1,"prerenderedAt":70},["ShallowReactive",2],{"article:desafie-me-se-puder-estudo-comparativo-entre-niveis-de-dificuldade-em-games-educacional-e-comercial":3},{"success":4,"article":5,"request":67},true,{"parent":6,"langs":7,"_id":10,"contributors":11,"typeData":20,"data":56,"slugs":65,"slug":66},"39f260d6-d61f-4dfe-b1f7-a6c315c260bd",[8,9],"primary","secondary","c5c7e9cc-5cad-415a-8ff7-d8a472d4ca12",[12,16],{"lastName":13,"name":14,"_id":15},"Trois","Sonia","f5929861-a9b5-47e7-b5af-8164f5969456",{"lastName":17,"name":18,"_id":19},"Silva","Régio Pierre da","353a2033-d1aa-4006-8d53-79ff798e3acf",{"startPage":21,"references":22,"endPage":53,"track":54,"has_file":4,"doi":55},4108,[23,26,29,32,35,38,41,44,47,50],{"label":24,"id":25},"\u003Cp>ALVES, Lynn (2008). Relações entre os jogos digitais e aprendizagem: delineando percurso. In \u003Cstrong>Educação, Formação & Tecnologias\u003C/strong>; v.1(2); p. 3-10, nov. 2008. Disponível em: \u003C http://eft.educom.pt/index.php/eft/article/view/58/38>. Acesso em: 12 dez. 2011.\u003C/p>","e7177f9a-1333-43d1-8cd3-6285ea5d9a62",{"id":27,"label":28},"f17c82c8-24dc-4fd3-8f39-30776e792a05","\u003Cp>FEDERATION OF AMERICAN SCIENTISTS. \u003Cstrong>Immune Attack\u003C/strong>. [Jogo Digital]. 2008. Disponível em: \u003Chttp://www.fas.org/immuneattack/>. Acesso em: 03 jan. 2012.\u003C/p>",{"label":30,"id":31},"\u003Cp>HUIZINGA, J. \u003Cstrong>Homo ludens\u003C/strong>: o jogo como elemento da cultura. São Paulo: Editora Perspectiva, 2000.\u003C/p>","0dc456c6-24ae-442f-b6cd-8d2496197dd4",{"label":33,"id":34},"\u003Cp>KOSTER, R. \u003Cstrong>A theory of fun for game design\u003C/strong>. Arizona: Paraglyph Press, 2005.\u003C/p>","2c1241af-247a-47fc-bfae-79673967aecf",{"label":36,"id":37},"\u003Cp>LINTON, J. D.; WALSH, S. T. Integrating Innovation and Learning Curve Theory: An Enabler for Moving Nanotechnologies and Other Emerging Process Technologies into Production. \u003Cstrong>R&D Management\u003C/strong>, v. 34, n. 5, Blackwell Publishing, 2004.\u003C/p>","db7cc803-4c9a-41d9-8868-5a84364ed387",{"label":39,"id":40},"\u003Cp>POPCAP. \u003Cstrong>Plants vs. Zombies\u003C/strong>. [Jogo Digital]. 2009. Disponível em: \u003Chttp://www.popcap.com/games/plants-vs-zombies/pc>. Acesso em: 09 dez. 2011.\u003C/p>","05710ad6-7f80-4f8b-adb9-4bab2129d0f9",{"label":42,"id":43},"\u003Cp>PRENSKY, M. Digital Natives, Digital Immigrants Part 1. \u003Cstrong>On the Horizon\u003C/strong>, v. 9, n. 5, p. 1-6, 9 jan 2001.\u003C/p>","235b1b9e-cbdf-4669-9c9e-ce13a4abba68",{"label":45,"id":46},"\u003Cp>SQUIRE, K. Video Games in Education. \u003Cstrong>INTERNATIONAL JOURNAL OF INTELLIGENT SIMULATIONS AND GAMING\u003C/strong>, v. 2, p. 49--62, 2003.\u003C/p>","411d3afc-5a6c-4f76-a979-aa4df888d1e3",{"label":48,"id":49},"\u003Cp>SQUIRE, K.; JENKINS, H. Harnessing the power of games in education. \u003Cstrong>Insight\u003C/strong>, v. 3, n. 1, p. 5-33, 2003.\u003C/p>","388fb681-a052-4004-bd12-3b1f6c3388ad",{"label":51,"id":52},"\u003Cp>YELLE, L. E. The learning curve: Historical review and comprehensive survey. \u003Cstrong>Decision Sciences\u003C/strong>, v. 10, n. 2, p. 302–328, 1979.\u003C/p>","c7a7f6be-9403-456a-8072-2a68be51ce6e",4119,"vde1p5mx","",{"primary":57,"secondary":61},{"keywords":58,"excerpt":59,"title":60},"\u003Cp>jogo educacional, jogo digital, níveis de dificuldade\u003C/p>","O presente artigo busca elucidar a questão dos níveis de dificuldade em um jogo digital como ferramenta de aprendizado, prática e motivação pelo viés de um estudo de caso comparativo entre dois jogos, um com propósito de entretenimento (Plants vs. Zombies) e um educativo (Immune Attack). Coletaram-se informações dos jogos; observou-se como conteúdos novos são introduzidos e seu tempo de prática; e delineou-se a maneira como isso pode ser utilizado para a imersão do jogador na atividade.","Desafie-me Se Puder: Estudo Comparativo Entre Níveis de Dificuldade em Games Educacional e Comercial",{"keywords":62,"excerpt":63,"title":64},"\u003Cp>educational game, digital game, difficulty levels\u003C/p>","This article is focused on the difficulty level during a digital game as a learning, practice and motivational tool, through a comparative case study between an entertainment game (Plants vs. Zombies) and an educative game (Immune Attack). Information from all game levels were collected, to observe the way new content is introduced and its current time for practice. After that, it was studied the way these factors can be used to create immersion on the activity.","Challenge Me If You Can: Comparative Study Between Difficulty Levels on Educational and Commercial Games",[66],"desafie-me-se-puder-estudo-comparativo-entre-niveis-de-dificuldade-em-games-educacional-e-comercial",{"target":68,"query":69},"articles/get",{"slug":66},1780315962507]