THE IMPACT OF TECHNOLOGY-MEDIATED ROLE-PLAYING GAMES ON THE TEACHING AND LEARNING PROCESS

Authors

  • Sergio Nicolau Serafim Martins Author
  • Greice Sabadini Serafim Martins Author
  • Diemerson da Costa Sacchetto Author
  • Ariel Horta Sperandio Author
  • João Victor Matias Rodrigues dos Santos Author
  • Guilherme Soares Dalfior Author
  • Paulo Henrique Reis Azevedo Author
  • Pedro Bragatto de Britto Author

DOI:

https://doi.org/10.56238/arev7n10-045

Keywords:

Role-Playing Games, Educational Technologies, Active Learning Methodologies, Learning Objects, Performance Analysis

Abstract

The growing integration of digital technologies in education demands investigations into the effectiveness of innovative methodologies that go beyond the traditional expository model. The present study investigates the impact of computer-mediated role-playing games (RPGs) as a complementary tool in the teaching-learning process. A quantitative-comparative study was conducted with 140 students, randomly divided into a Control Group (traditional method, n=70) and an Experimental Group (traditional method + RPG, n=70). Learning was measured using a questionnaire with questions on the same content, categorized into five levels of difficulty. The results indicate a significantly superior performance of the Experimental Group across all levels. Polynomial regression analysis revealed that the effectiveness of the methodology is non-linear, reaching a peak of maximum performance — a difference of up to 49 percentage points — in moderately difficult questions (X ≈ 2.16). It is concluded that role-playing games are a high-impact pedagogical tool, whose implementation is more strategic to help students transcend memorization and deepen the understanding of concepts of intermediate complexity, serving as a bridge between basic and advanced knowledge.

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References

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Published

2025-10-03

Issue

Section

Articles

How to Cite

MARTINS, Sergio Nicolau Serafim; MARTINS, Greice Sabadini Serafim; SACCHETTO, Diemerson da Costa; SPERANDIO, Ariel Horta; DOS SANTOS, João Victor Matias Rodrigues; DALFIOR, Guilherme Soares; AZEVEDO, Paulo Henrique Reis; DE BRITTO, Pedro Bragatto. THE IMPACT OF TECHNOLOGY-MEDIATED ROLE-PLAYING GAMES ON THE TEACHING AND LEARNING PROCESS. ARACÊ , [S. l.], v. 7, n. 10, p. e8657, 2025. DOI: 10.56238/arev7n10-045. Disponível em: https://periodicos.newsciencepubl.com/arace/article/view/8657. Acesso em: 9 feb. 2026.