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“The use of processes of 'gamification' can help transform
school in an immersive learning adventure”
Luciano Meira, Ph.D. in Mathematics Education
(Pátio Ensino Médio Magazine, ano 5, no. 19, 2014, p. 8)
Joy Street - R. Domingos José Martins, 75, Recife, PE, Brasil - 50030-200 | CNPJ: 12.054.898/0001-60.
The school makes learning a
tiresome and uninteresting
activity.
The classroom is still disconnected from the
emerging culture of the Internet, social networks
and digital games that are part of the language
and the daily life of young people, and
increasingly of children and teachers.
A great opportunity to explore
human potential is lost.
what's
wrong with
our schools?
Click to watch the video: http://bit.ly/1lPmNuT
Joy Street designs, develops and operates
DIGITAL LEARNING PLATFORM
that foster the engagement of students and
teachers through GAMES that improve
ACADEMIC PERFORMANCE.
In other words, Joy Street uses GAMES
arquitecture to engage students and teachers with
the subjects of the curriculum.
"Awakening students' interest in school"
information technology
games
educational innovation
education
With refference to the success of Science Olympics, Joy Street created the Olympics of
Digital Games and Education (OJE), a collaborative and online learning challenge that:
(1) increases the engagement and overall use of young people with the school´s equipment
and practices;
(2) supports the teaching and learning processes through fun educational technologies,
improving students and teachers performance..
Through a continuous set of tournaments throughout the school year, we provide digital
educational objetcs that mirror the entire array of skills and subjects of all disciplines required
by the Brazilian Elementary and Secondary Education (ENEM and Saeb Exams).
how does it work?
Individually or in teams, supported by allied teachers, students participate in online
tournaments inside a social network environment filled with digital games.
Digital games are thematized with the content of school subjects.
It is a tournament of continuous learning in which the activity of teams is ranked by their
engagement and performance.
Learning with dialogue and fun
Learning
We turn school tasks into missions that
improve the engagement of students
with the subjects of the curriculum.
Dialogue
we encourage collaboration
between students and teachers
in finding solutions to the
challenges presented.
We use mechanics of successful
known games which narratives
give purpose to student
participation.
Fun
The OJE adventure
Minigames
Digital Games thematized with the
subjects of the curriculum, using fun
and engaging mechanics of classic
videogames.
Quiz
Original questions inspired by the
array of skills of the Brazilian
Elementary and Secondary Education
Exams (ENEM).
Textual challenges that use
Wikipedia to stimulate reading and
qualified information search.
OJEPath
OJE is a great adventure in which students need to
overcome the following challenges to earn points and
reach new stages:
Actions taken to
promote membership (registration)
and engagement (participation)
of the network.
Operation and Mobilization
Qualified visitation in order to
afilliate schools, focusing on
adherence and effective
engagement of students in OJE.
Registration and
engagement
Live events
and Final Tournament
Organization and conduction of live
events, including the final
tournament with distribution of
prizes to the winners.
Differentiated visitations with a focus
on monitoring and guidance of
managers, teachers and students in
the use of the platform.
Pedagogical
follow up
The platform automatically monitors all
students and teachers activities,
providing users and public
administrators with important analytics
on engagement and performance.
The performance data on the platform
have shown a high correlation with the
scores obtained by the schools in the
Brazilian Education Exams (ENEM).
Thus, OJE has proven to be an
excellent tool for data analysis.
Automatic and Accurate Analytics
Benefits of OJE
“OJE encourages students to
research. Students who did not use to
visit the library ended up going,
asking directions, where to search for
a given subject, so it helps a lot.”
M.J., Escola Lions Antônio Moreno –
Recife/PE
"In our team, each student
comes from a different
classroom. We tried to pick the
best, the ones that stood out
most in games ... I met him, Igor,
because of OjE.”
F.E., Escola Dom Henrique Ruth –
Cruzeiro do Sul/Acre
“Our relationship has de nitely
improved ... the teacher is not only 'I
forward content'... They always
came to clarify doubts in puzzles,
looking for us, so we used to go to
the computer room...”
A.P., Escola Ministro Marcos Freyre –
Cabrobó/PE
Developement of skills required in the Brazilian Elementary and
Secondary Education (ENEM and Saeb Exams).
Improvement of the teacher-student relation.
Modification of the social arrangement in the classroom.
Mobilization and visibility of the education network
and management.
Automatic monitoring and accurate performance of
schools.
The ecosystem of OJE
André NevesLuciano Meira Fred Vasconcelos
Claudio MarinhoSilvio Meira Sérgio Cavalcante
Click to watch the video: http://bit.ly/1iiNpld
Research Associate at Joy Street and
Associate Professor at UFPE.
Ph.D. in Mathematics Education
Founding partner and Chief Executive
Officer. Vice President at
ABRAGAMES.
Research Associate at JoyStreet
and Associate Professor at UFPE.
Ph.D. in Computer Science.
Counselor of JoyStreet
and Professor at UFPE.
Chief scientist atC.E.S.A.R.
Counselor at JoyStreet
and Senior Strategist
at Porto Marinho.
Counselor atJoyStreet and
Associate Professor at UFPE.
Superintendent at C.E.S.A.R.
Impact
150.000studants
5.000 teachers
3.100 schools
We have won several awards, but want even more!
JOIN US!
mkt@joystreet.com.br | +55 81 3224-0548 | +55 81 8258-4274

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Joy Street - Olympics of Digital Games and Education

  • 1. “The use of processes of 'gamification' can help transform school in an immersive learning adventure” Luciano Meira, Ph.D. in Mathematics Education (Pátio Ensino Médio Magazine, ano 5, no. 19, 2014, p. 8) Joy Street - R. Domingos José Martins, 75, Recife, PE, Brasil - 50030-200 | CNPJ: 12.054.898/0001-60.
  • 2. The school makes learning a tiresome and uninteresting activity. The classroom is still disconnected from the emerging culture of the Internet, social networks and digital games that are part of the language and the daily life of young people, and increasingly of children and teachers. A great opportunity to explore human potential is lost. what's wrong with our schools?
  • 3. Click to watch the video: http://bit.ly/1lPmNuT Joy Street designs, develops and operates DIGITAL LEARNING PLATFORM that foster the engagement of students and teachers through GAMES that improve ACADEMIC PERFORMANCE. In other words, Joy Street uses GAMES arquitecture to engage students and teachers with the subjects of the curriculum. "Awakening students' interest in school"
  • 4. information technology games educational innovation education With refference to the success of Science Olympics, Joy Street created the Olympics of Digital Games and Education (OJE), a collaborative and online learning challenge that: (1) increases the engagement and overall use of young people with the school´s equipment and practices; (2) supports the teaching and learning processes through fun educational technologies, improving students and teachers performance.. Through a continuous set of tournaments throughout the school year, we provide digital educational objetcs that mirror the entire array of skills and subjects of all disciplines required by the Brazilian Elementary and Secondary Education (ENEM and Saeb Exams).
  • 5. how does it work? Individually or in teams, supported by allied teachers, students participate in online tournaments inside a social network environment filled with digital games. Digital games are thematized with the content of school subjects. It is a tournament of continuous learning in which the activity of teams is ranked by their engagement and performance.
  • 6. Learning with dialogue and fun Learning We turn school tasks into missions that improve the engagement of students with the subjects of the curriculum. Dialogue we encourage collaboration between students and teachers in finding solutions to the challenges presented. We use mechanics of successful known games which narratives give purpose to student participation. Fun
  • 7. The OJE adventure Minigames Digital Games thematized with the subjects of the curriculum, using fun and engaging mechanics of classic videogames. Quiz Original questions inspired by the array of skills of the Brazilian Elementary and Secondary Education Exams (ENEM). Textual challenges that use Wikipedia to stimulate reading and qualified information search. OJEPath OJE is a great adventure in which students need to overcome the following challenges to earn points and reach new stages:
  • 8. Actions taken to promote membership (registration) and engagement (participation) of the network. Operation and Mobilization Qualified visitation in order to afilliate schools, focusing on adherence and effective engagement of students in OJE. Registration and engagement Live events and Final Tournament Organization and conduction of live events, including the final tournament with distribution of prizes to the winners. Differentiated visitations with a focus on monitoring and guidance of managers, teachers and students in the use of the platform. Pedagogical follow up
  • 9. The platform automatically monitors all students and teachers activities, providing users and public administrators with important analytics on engagement and performance. The performance data on the platform have shown a high correlation with the scores obtained by the schools in the Brazilian Education Exams (ENEM). Thus, OJE has proven to be an excellent tool for data analysis. Automatic and Accurate Analytics
  • 10. Benefits of OJE “OJE encourages students to research. Students who did not use to visit the library ended up going, asking directions, where to search for a given subject, so it helps a lot.” M.J., Escola Lions Antônio Moreno – Recife/PE "In our team, each student comes from a different classroom. We tried to pick the best, the ones that stood out most in games ... I met him, Igor, because of OjE.” F.E., Escola Dom Henrique Ruth – Cruzeiro do Sul/Acre “Our relationship has de nitely improved ... the teacher is not only 'I forward content'... They always came to clarify doubts in puzzles, looking for us, so we used to go to the computer room...” A.P., Escola Ministro Marcos Freyre – Cabrobó/PE Developement of skills required in the Brazilian Elementary and Secondary Education (ENEM and Saeb Exams). Improvement of the teacher-student relation. Modification of the social arrangement in the classroom. Mobilization and visibility of the education network and management. Automatic monitoring and accurate performance of schools.
  • 11. The ecosystem of OJE André NevesLuciano Meira Fred Vasconcelos Claudio MarinhoSilvio Meira Sérgio Cavalcante Click to watch the video: http://bit.ly/1iiNpld Research Associate at Joy Street and Associate Professor at UFPE. Ph.D. in Mathematics Education Founding partner and Chief Executive Officer. Vice President at ABRAGAMES. Research Associate at JoyStreet and Associate Professor at UFPE. Ph.D. in Computer Science. Counselor of JoyStreet and Professor at UFPE. Chief scientist atC.E.S.A.R. Counselor at JoyStreet and Senior Strategist at Porto Marinho. Counselor atJoyStreet and Associate Professor at UFPE. Superintendent at C.E.S.A.R.
  • 12. Impact 150.000studants 5.000 teachers 3.100 schools We have won several awards, but want even more! JOIN US! mkt@joystreet.com.br | +55 81 3224-0548 | +55 81 8258-4274