O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2

Detalhes bibliográficos
Autor(a) principal: Baron, Roberto
Data de Publicação: 2011
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Universitário da Ânima (RUNA)
Texto Completo: https://repositorio.animaeducacao.com.br/handle/ANIMA/3466
Resumo: This dissertation aims to analyze, under the gaze of Discourse Analysis of the French line, the possibility of a pedagogical discourse embedded in an electronic game that simulate life, characters and environments (played on computer or mobile phone) to support the processes of teaching and learning. The analysis seeks by tools and opportunities to discuss the possibility of rupture of the authoritarianism of pedagogical discourse. Among the reasons that prompted the researcher to proceed with the analysis were the popularization of resources that we can find in an electronic game that simulate life, characters and environments including cognitive resources, the ability to play the game through technologies like the mobile phone and computer, contradictions between laws that banning cell phone and computer games at school, and the educational approach provided by the Brazilian federal constitution of 1988. The features that may help do difference with a electronic game that simulate life, characters and environments in the teaching and learning processes of the schools are the interaction, simulation, challenges, problem solving, and production of visual and written texts. The concepts of Education, Ideology, Discourse Analysis, typology of discourse, pedagogical discourse, electronic discourse and the discursive trends are the scientific theory support. In order to contextualize the game The Sims2 in the world of games was created a description of a history of games since ancient times until the advent of electronic games. The analysis was described from the images, simulation and challenge tools that show the Discourses of the game. The typology of Discourse developed by Eni Orlandi (2009) explains about the types of operation of the discursive trends of the discourses inserted in them (the images and tools of the game) that are the base for the comparison between the discourses that are produced of discursive positions of the game makers and game players with the discourse of school, the pedagogical discourse. In the end of this dissertation are suggested proposals, challenges and also the conclusions about the analysis that may help teachers and learners when electronic games that simulate life, characters and environments, such as "The Sims2" from EA Games, may be played in the schools as a tool that helps teachers and students in the teaching and learning processes
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spelling O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2Jogos de simulação de vida, personagens e ambientesThe Sims 2Análise do discursoTipologia do discursoDiscurso pedagógicoTelefone celularInterpretaçãoThis dissertation aims to analyze, under the gaze of Discourse Analysis of the French line, the possibility of a pedagogical discourse embedded in an electronic game that simulate life, characters and environments (played on computer or mobile phone) to support the processes of teaching and learning. The analysis seeks by tools and opportunities to discuss the possibility of rupture of the authoritarianism of pedagogical discourse. Among the reasons that prompted the researcher to proceed with the analysis were the popularization of resources that we can find in an electronic game that simulate life, characters and environments including cognitive resources, the ability to play the game through technologies like the mobile phone and computer, contradictions between laws that banning cell phone and computer games at school, and the educational approach provided by the Brazilian federal constitution of 1988. The features that may help do difference with a electronic game that simulate life, characters and environments in the teaching and learning processes of the schools are the interaction, simulation, challenges, problem solving, and production of visual and written texts. The concepts of Education, Ideology, Discourse Analysis, typology of discourse, pedagogical discourse, electronic discourse and the discursive trends are the scientific theory support. In order to contextualize the game The Sims2 in the world of games was created a description of a history of games since ancient times until the advent of electronic games. The analysis was described from the images, simulation and challenge tools that show the Discourses of the game. The typology of Discourse developed by Eni Orlandi (2009) explains about the types of operation of the discursive trends of the discourses inserted in them (the images and tools of the game) that are the base for the comparison between the discourses that are produced of discursive positions of the game makers and game players with the discourse of school, the pedagogical discourse. In the end of this dissertation are suggested proposals, challenges and also the conclusions about the analysis that may help teachers and learners when electronic games that simulate life, characters and environments, such as "The Sims2" from EA Games, may be played in the schools as a tool that helps teachers and students in the teaching and learning processesEsta dissertação visa analisar, sob o olhar da Análise de Discurso da linha Francesa, a possibilidade de um discurso pedagógico inserido num jogo eletrônico (rodado em computador ou telefone celular) como apoio aos processos de ensino e aprendizagem. A Análise busca fundamentos para discutir a possibilidade de ruptura do autoritarismo do discurso pedagógico. O objeto de análise são os discursos produzidos a partir da posição discursiva de sujeito autor (fabricante do jogo) e de sujeito leitor (jogador) presentes nas imagens e ferramentas de simulação e desafio do jogo The Sims2, da EA Games. Os motivos que impulsionaram o pesquisador a investir na análise foram a popularização e os recursos incorporados aos jogos de simulação de vida e ambientes, entre eles os recursos cognitivos, a possibilidade de jogar o jogo através de tecnologias como o telefone celular e o computador, as contradições entre leis que proíbem o telefone celular e os jogos eletrônicos na escola, e a proposta educacional prevista pela constituição federal de 1988. Entre os recursos que podem ser diferenciados através dos jogos de simulação de vida e ambientes nos processos de ensino e aprendizagem das escolas estão a interação, a simulação, os desafios, a solução de problemas e a produção de textos visuais e escritos. A fundamentação teórica tem como suporte recortes de conceitos sobre Educação, Ideologia, Análise do Discurso, Tipologia dos discursos, Discursos Pedagógico e Eletrônico e respectivas tendências discursivas. Para contextualizar o recorte do jogo The Sims2 descreveu-se um histórico dos jogos desde a antiguidade até o advento dos jogos eletrônicos. A análise foi descrita a partir das imagens, ferramentas de simulação e ferramentas de desafio que mostram as posições discursivas presentes no jogo. A Tipologia do Discurso de Eni Orlandi (2009) que explica a tipologia das tendências de funcionamento dos discursos nelas inseridas (nas imagens e ferramentas do jogo) fundamenta a comparação entre os discursos que são produzidos a partir da posição discursiva dos sujeitos envolvidos com o jogo, sujeito jogador e sujeito fabricante, com o discurso da escola, o discurso pedagógico. No final desta dissertação são sugeridas propostas, desafios e também as conclusões sobre a análise que pode ajudar professores e alunos quando os jogos eletrônicos que simulam a vida, personagens e ambientes, tais como "The Sims2" da EA Games, podem ser jogados nas escolas como uma ferramenta que ajuda professores e alunos em processos de ensino e aprendizagemJuliano, Dilma Beatriz RochaBaron, Roberto2018-01-17T17:19:56Z2020-11-26T21:46:40Z2018-01-17T17:19:56Z2020-11-26T21:46:40Z2011info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis175 f.application/pdfhttps://repositorio.animaeducacao.com.br/handle/ANIMA/3466Programa de Pós-Graduação em Ciências da LinguagemPalhoçaporreponame:Repositório Universitário da Ânima (RUNA)instname:Ânima Educaçãoinstacron:Ânimainfo:eu-repo/semantics/openAccess2020-12-01T16:59:00Zoai:repositorio.animaeducacao.com.br:ANIMA/3466Repositório InstitucionalPRIhttps://repositorio.animaeducacao.com.br/oai/requestcontato@animaeducacao.com.bropendoar:2020-12-01T16:59Repositório Universitário da Ânima (RUNA) - Ânima Educaçãofalse
dc.title.none.fl_str_mv O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2
title O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2
spellingShingle O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2
Baron, Roberto
Jogos de simulação de vida, personagens e ambientes
The Sims 2
Análise do discurso
Tipologia do discurso
Discurso pedagógico
Telefone celular
Interpretação
title_short O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2
title_full O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2
title_fullStr O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2
title_full_unstemmed O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2
title_sort O discurso pedagógico nos jogos de simulação de vida e ambientes por telefone celular: o jogo the sims2
author Baron, Roberto
author_facet Baron, Roberto
author_role author
dc.contributor.none.fl_str_mv Juliano, Dilma Beatriz Rocha
dc.contributor.author.fl_str_mv Baron, Roberto
dc.subject.por.fl_str_mv Jogos de simulação de vida, personagens e ambientes
The Sims 2
Análise do discurso
Tipologia do discurso
Discurso pedagógico
Telefone celular
Interpretação
topic Jogos de simulação de vida, personagens e ambientes
The Sims 2
Análise do discurso
Tipologia do discurso
Discurso pedagógico
Telefone celular
Interpretação
description This dissertation aims to analyze, under the gaze of Discourse Analysis of the French line, the possibility of a pedagogical discourse embedded in an electronic game that simulate life, characters and environments (played on computer or mobile phone) to support the processes of teaching and learning. The analysis seeks by tools and opportunities to discuss the possibility of rupture of the authoritarianism of pedagogical discourse. Among the reasons that prompted the researcher to proceed with the analysis were the popularization of resources that we can find in an electronic game that simulate life, characters and environments including cognitive resources, the ability to play the game through technologies like the mobile phone and computer, contradictions between laws that banning cell phone and computer games at school, and the educational approach provided by the Brazilian federal constitution of 1988. The features that may help do difference with a electronic game that simulate life, characters and environments in the teaching and learning processes of the schools are the interaction, simulation, challenges, problem solving, and production of visual and written texts. The concepts of Education, Ideology, Discourse Analysis, typology of discourse, pedagogical discourse, electronic discourse and the discursive trends are the scientific theory support. In order to contextualize the game The Sims2 in the world of games was created a description of a history of games since ancient times until the advent of electronic games. The analysis was described from the images, simulation and challenge tools that show the Discourses of the game. The typology of Discourse developed by Eni Orlandi (2009) explains about the types of operation of the discursive trends of the discourses inserted in them (the images and tools of the game) that are the base for the comparison between the discourses that are produced of discursive positions of the game makers and game players with the discourse of school, the pedagogical discourse. In the end of this dissertation are suggested proposals, challenges and also the conclusions about the analysis that may help teachers and learners when electronic games that simulate life, characters and environments, such as "The Sims2" from EA Games, may be played in the schools as a tool that helps teachers and students in the teaching and learning processes
publishDate 2011
dc.date.none.fl_str_mv 2011
2018-01-17T17:19:56Z
2018-01-17T17:19:56Z
2020-11-26T21:46:40Z
2020-11-26T21:46:40Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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