INNOVATE AND ENTREPRENEUR IN THE CLASSROOM: DEVELOPING SKILLS FOR THE 21st CENTURY ENG MEIO DE ELECTRONIC GAMES (Atena Editora)

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MetadadosDescriçãoIdioma
Autor(es): dc.contributor.authorAraújo, Leonardo Cordeiro de-
Autor(es): dc.contributor.authorMello, Renata Cardillo Homem de-
Data de aceite: dc.date.accessioned2022-05-31T13:12:50Z-
Data de disponibilização: dc.date.available2022-05-31T13:12:50Z-
Data de envio: dc.date.issued2022-05-30-
Fonte: dc.identifier.urihttp://educapes.capes.gov.br/handle/capes/703569-
Resumo: dc.description.abstractThis article reports the application of a school practice with the use of simulation and strategy electronic games. The objective is to present the possibility of working on the development of interpersonal and intrapersonal competences required for the professional of the 21st century. The application took place with 76 high school/technical students in a state public school. More than 65% of these students were able to satisfactorily assimilate theoretical concepts in a practical way.pt_BR
Idioma: dc.language.isoenpt_BR
Palavras-chave: dc.subjectINNOVATEpt_BR
Título: dc.titleINNOVATE AND ENTREPRENEUR IN THE CLASSROOM: DEVELOPING SKILLS FOR THE 21st CENTURY ENG MEIO DE ELECTRONIC GAMES (Atena Editora)pt_BR
Tipo de arquivo: dc.typelivro digitalpt_BR
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