Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública

Detalhes bibliográficos
Autor(a) principal: Watanabe, Cláudia Akiko Arakawa
Data de Publicação: 2019
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/22683
Resumo: This study aimed to understand the limits and possibilities of Elementary II students in the production of digital games with historical themes in a state public school. Secondary objectives include: understanding how the history curriculum is organized to deal with digital technologies; understand how the theme related to digital games in history classes is in the academic environment; analyze the role of history teachers within a context permeated by Digital Information and Communication Technologies (TDIC); understand what kind of learning is possible with practice involving games; check if the games produced have emancipatory characters. The research was supported by seventh grade students and history teachers from a public school in Santo André. The methodology adopted was action research, in which several instruments were gathered, such as observation reports, questionnaires, social networks and different digital materials produced by the students. The theoretical support used consisted of studies that deal with the emancipatory formation from the critical perspective, based on the notions of semiformation, cultural industry and educational praxis. In addition, the web curriculum was adopted as a methodology of action through elements such as constructionism, project-based learning, active methods, digital narratives, and the integration between curriculum and digital technologies in a dialectical movement. The results, in general, indicated barriers characterized by ineffective public policies, curricula that reinforce semiformation, lack of research related to the production of historical games in public schools, lack of continuous teacher education, socioeconomic differences among students, as well as effective absence of a culture in which teachers and students can enjoy all the potential offered by playing games. As possibilities were identified the development of organizational skills, systemic vision, expansion of the ZDP, creativity, autonomy, protagonism, emphasis on effort, increased self-esteem and possibilities of insertion of emancipatory characters identified during the production process and in the work completed
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spelling Almeida, Maria Elizabeth Bianconcini Trindade Morato Pinto dehttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4471426U1Watanabe, Cláudia Akiko Arakawa2019-10-10T12:22:12Z2019-08-28Watanabe, Cláudia Akiko Arakawa. Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública. 2019. 258 f. Tese (Doutorado em Educação: Currículo) - Programa de Estudos Pós-Graduados em Educação: Currículo, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.https://tede2.pucsp.br/handle/handle/22683This study aimed to understand the limits and possibilities of Elementary II students in the production of digital games with historical themes in a state public school. Secondary objectives include: understanding how the history curriculum is organized to deal with digital technologies; understand how the theme related to digital games in history classes is in the academic environment; analyze the role of history teachers within a context permeated by Digital Information and Communication Technologies (TDIC); understand what kind of learning is possible with practice involving games; check if the games produced have emancipatory characters. The research was supported by seventh grade students and history teachers from a public school in Santo André. The methodology adopted was action research, in which several instruments were gathered, such as observation reports, questionnaires, social networks and different digital materials produced by the students. The theoretical support used consisted of studies that deal with the emancipatory formation from the critical perspective, based on the notions of semiformation, cultural industry and educational praxis. In addition, the web curriculum was adopted as a methodology of action through elements such as constructionism, project-based learning, active methods, digital narratives, and the integration between curriculum and digital technologies in a dialectical movement. The results, in general, indicated barriers characterized by ineffective public policies, curricula that reinforce semiformation, lack of research related to the production of historical games in public schools, lack of continuous teacher education, socioeconomic differences among students, as well as effective absence of a culture in which teachers and students can enjoy all the potential offered by playing games. As possibilities were identified the development of organizational skills, systemic vision, expansion of the ZDP, creativity, autonomy, protagonism, emphasis on effort, increased self-esteem and possibilities of insertion of emancipatory characters identified during the production process and in the work completedO presente estudo teve como objetivo geral compreender os limites e as possibilidades dos estudantes do Fundamental II na produção de jogos digitais com temáticas históricas numa escola pública estadual. Como objetivos secundários, destacaram-se: compreender como o currículo de História se organiza de modo a lidar com as tecnologias digitais; compreender como a temática relacionada aos jogos digitais nas aulas de História encontra-se no meio acadêmico; analisar o papel dos professores de História dentro de um contexto permeado pelas Tecnologias Digitais de Informação e Comunicação (TDIC); compreender que modalidade de aprendizado é possível com a prática envolvendo jogos; verificar se os jogos produzidos possuem caracteres emancipatórios. A pesquisa contou com a colaboração dos alunos do sétimo ano e professores de História de uma escola pública de Santo André. A metodologia adotada foi a pesquisa-ação, em que foram reunidos diversos instrumentos, tais como relatórios de observação, questionários, redes sociais e diferentes materiais digitais produzidos pelos alunos. O aporte teórico utilizado consistiu nos estudos que tratam da formação emancipatória pela perspectiva crítica, assentados nas noções de semiformação, indústria cultural e práxis educativa. Além disso, adotou-se o web currículo como metodologia de ação por meio de elementos como o construcionismo, aprendizagem baseada em projetos, métodos ativos, narrativas digitais e a integração entre currículo e tecnologias digitais num movimento dialético. Os resultados, de modo geral, indicaram entraves caracterizados por políticas públicas ineficazes, currículos que reforçam a semiformação, ausência de pesquisas relacionadas à produção de jogos históricos nas escolas públicas, falta de formação continuada dos professores, diferenças socioeconômicas entre os discentes, bem como a ausência efetiva de uma cultura em que professores e alunos possam usufruir de toda a potencialidade ofertada pela prática com jogos. Como possibilidades foram identificados o desenvolvimento de habilidades organizacionais, de visão sistêmica, de ampliação da ZDP, criatividade, autonomia, protagonismo, ênfase pelo esforço, elevação da autoestima e possibilidades de inserção de caracteres emancipatórios identificados durante o processo de produção e no trabalho concluídoCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/50612/Cl%c3%a1udia%20Akiko%20Arakawa%20Watanabe.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Educação: CurrículoPUC-SPBrasilFaculdade de EducaçãoJogos eletrônicosTecnologia educacionalHistória (Ensino fundamental)Electronic gamesEducational technologyHistory (Elementary School)CNPQ::CIENCIAS HUMANAS::EDUCACAO::CURRICULOJogos digitais e temáticas históricas: limites e possibilidades em uma escola públicainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTCláudia Akiko Arakawa Watanabe.pdf.txtCláudia Akiko Arakawa Watanabe.pdf.txtExtracted texttext/plain566204https://repositorio.pucsp.br/xmlui/bitstream/handle/22683/4/Cl%c3%a1udia%20Akiko%20Arakawa%20Watanabe.pdf.txt4578f4c01d2bcbf1a3fb9822cc91e4daMD54LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública
title Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública
spellingShingle Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública
Watanabe, Cláudia Akiko Arakawa
Jogos eletrônicos
Tecnologia educacional
História (Ensino fundamental)
Electronic games
Educational technology
History (Elementary School)
CNPQ::CIENCIAS HUMANAS::EDUCACAO::CURRICULO
title_short Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública
title_full Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública
title_fullStr Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública
title_full_unstemmed Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública
title_sort Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública
author Watanabe, Cláudia Akiko Arakawa
author_facet Watanabe, Cláudia Akiko Arakawa
author_role author
dc.contributor.advisor1.fl_str_mv Almeida, Maria Elizabeth Bianconcini Trindade Morato Pinto de
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4471426U1
dc.contributor.author.fl_str_mv Watanabe, Cláudia Akiko Arakawa
contributor_str_mv Almeida, Maria Elizabeth Bianconcini Trindade Morato Pinto de
dc.subject.por.fl_str_mv Jogos eletrônicos
Tecnologia educacional
História (Ensino fundamental)
topic Jogos eletrônicos
Tecnologia educacional
História (Ensino fundamental)
Electronic games
Educational technology
History (Elementary School)
CNPQ::CIENCIAS HUMANAS::EDUCACAO::CURRICULO
dc.subject.eng.fl_str_mv Electronic games
Educational technology
History (Elementary School)
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS HUMANAS::EDUCACAO::CURRICULO
description This study aimed to understand the limits and possibilities of Elementary II students in the production of digital games with historical themes in a state public school. Secondary objectives include: understanding how the history curriculum is organized to deal with digital technologies; understand how the theme related to digital games in history classes is in the academic environment; analyze the role of history teachers within a context permeated by Digital Information and Communication Technologies (TDIC); understand what kind of learning is possible with practice involving games; check if the games produced have emancipatory characters. The research was supported by seventh grade students and history teachers from a public school in Santo André. The methodology adopted was action research, in which several instruments were gathered, such as observation reports, questionnaires, social networks and different digital materials produced by the students. The theoretical support used consisted of studies that deal with the emancipatory formation from the critical perspective, based on the notions of semiformation, cultural industry and educational praxis. In addition, the web curriculum was adopted as a methodology of action through elements such as constructionism, project-based learning, active methods, digital narratives, and the integration between curriculum and digital technologies in a dialectical movement. The results, in general, indicated barriers characterized by ineffective public policies, curricula that reinforce semiformation, lack of research related to the production of historical games in public schools, lack of continuous teacher education, socioeconomic differences among students, as well as effective absence of a culture in which teachers and students can enjoy all the potential offered by playing games. As possibilities were identified the development of organizational skills, systemic vision, expansion of the ZDP, creativity, autonomy, protagonism, emphasis on effort, increased self-esteem and possibilities of insertion of emancipatory characters identified during the production process and in the work completed
publishDate 2019
dc.date.accessioned.fl_str_mv 2019-10-10T12:22:12Z
dc.date.issued.fl_str_mv 2019-08-28
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dc.identifier.citation.fl_str_mv Watanabe, Cláudia Akiko Arakawa. Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública. 2019. 258 f. Tese (Doutorado em Educação: Currículo) - Programa de Estudos Pós-Graduados em Educação: Currículo, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/22683
identifier_str_mv Watanabe, Cláudia Akiko Arakawa. Jogos digitais e temáticas históricas: limites e possibilidades em uma escola pública. 2019. 258 f. Tese (Doutorado em Educação: Currículo) - Programa de Estudos Pós-Graduados em Educação: Currículo, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.
url https://tede2.pucsp.br/handle/handle/22683
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dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Educação: Currículo
dc.publisher.initials.fl_str_mv PUC-SP
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Educação
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
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