NEUROSCIENCE, EDUCATION AND TECHNOLOGY: BIBLIOGRAPHICAL RESEARCH

Authors

  • Angélica Consuelo de Almeida Carvalho Author

DOI:

https://doi.org/10.56238/arev7n7-254

Keywords:

Neuroscience, Education, Technology, Learning

Abstract

This bibliographical research shows the evolution and applicability of digital technologies, which instigates, influences and provides the student with opportunities to deepen their learning, where some work proposals are offered in the form of educational games that allow the student to make mistakes and successes in an interactive way. and respecting their limits, as the rules of this game are known in advance, thus awakening affection, empathy and reliability, so that by retracing the path of their mistakes they can understand the pedagogical objectives, thus developing creativity, breaking the barriers of the difficulty presented. The curiosity of the student, born in the age of buttons, in the face of the brilliance of technological advances offered and the challenge of the teacher, who was born and educated in the age of mechanics, to teach in the face of so many digital evolutions, in this proposal the neuroscience that comes from encounter with the knowledge of this educator to base and support his teachings, thus providing opportunities for the consolidation of student learning using digital technologies.

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Published

2025-07-21

Issue

Section

Articles

How to Cite

CARVALHO, Angélica Consuelo de Almeida. NEUROSCIENCE, EDUCATION AND TECHNOLOGY: BIBLIOGRAPHICAL RESEARCH. ARACÊ , [S. l.], v. 7, n. 7, p. 39555–39561, 2025. DOI: 10.56238/arev7n7-254. Disponível em: https://periodicos.newsciencepubl.com/arace/article/view/6733. Acesso em: 8 dec. 2025.