Popis: |
Active methodologies have been gaining space among learning approaches since the results positively evaluated in terms of skills development, whether technical or transversal, and the assimilation of knowledge from different areas. There are several approaches used in face-to-face and distance higher education, such as Problem-Based Learning (PBL), Gamebased Learning (GBL), Gamification, Serious Games, among others that place the student at the centre of their learning process. The advent of Industry 4.0 brought challenges to the teaching-learning of future engineers who will work in this new era. Therefore, the use of games or just elements of them is an ally in this challenge of transferring knowledge and maintaining the engagement and motivation of this generation of students in which games are inserted in their daily lives, being in common use for most of them. This work aims to present a study on the adequacy of games as a driving tool highlighting the applications, advantages, and difficulties of its use. An extensive literature review was the basis for the research and as result game application models in Industry 4.0 context and technological changes are presented. |