A lógica da descoberta nos jogos digitais

Detalhes bibliográficos
Autor(a) principal: Tonéis, Cristiano Natal
Data de Publicação: 2010
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/18264
Resumo: The present study into the perspective of development the reasoning logicalmathematical by means of the ontological structures in the digital games happens on a specific modality of digital games that present many structures narratives, and its structural development in the form of logical puzzles, practical, related with the idea Greek of mathéma. The methodology has used combines the conceptual efforts in philosophy of the logical positivism, hermeneutic phenomenology, the pragmatic logic, the genetic epistemology, Ethnomathematics and games practical theory, showing that puzzles in the digital games constitute in cognitives structures of high value for the promotion and production of the knowledge, practical and scientifical, as well as achievement and promotion of its structures narratives that they culminate in uncurling of an interactive history. The research takes as example shape the game Myst, establishing it as descriptionconceptual reference that allows the integration of new forms to stimulate and to support the apprehension of logical-mathematicians knowledge, being assumed and demonstrating that to the reasoning logical-mathematician, organized in the form of puzzles, structured in a way thought oncologic. Thus, it shows the organization of new and versatile forms for the modeling, symbolization, analysis, exploration, conjecture and demonstration of the knowledge mathematician, in the playful-cognitive form of puzzles into the immersive digital universes, more recently assigned as metaverses. From then on, the research demonstrates the theoretician-pragmatic value of creation and organization of digital games that can serve to advancement human culture, in reference the promotion of the human subjectivity in the culture, as well as in the structuralization and equilibration of structures logical-cognitives in immersive experience through the adventure games and by means its puzzles. Thus, we indicate the value of use of the digital games (metaverses) as complementary structure for the development of critical abilities in the citizen in a process of continuous education, as well as in its aspects of widening of the mathematical understanding as logical as cultural, where from universalisation and generalization the experience into the puzzles in metaverses. We show the results of an experience with children in school age, which the use of the game model promoted an increment in his general cognitives abilities and change the form they see the world and solving problems that demand an attitude logical-mathematics. Students not only must use multimedia to learn, but they can also use it to communicate their understanding of the subject to those around them. Virtual reality has the potential to move education from its reliance on books to experiential learning in naturalistic settings. The research culminates with the proposal of a heuristic for the resolution of problems, which as children as adult chance over a new species of epistemologists that, from the experience in the digital games, argue in to think the forms of thinking , or rethink, look at problems in many different ways mathéma by the resolution of puzzles
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spelling Petry, Luís Carloshttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4122196P3Tonéis, Cristiano Natal2016-04-29T14:23:55Z2010-08-042010-05-10Tonéis, Cristiano Natal. A lógica da descoberta nos jogos digitais. 2010. 210 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2010.https://tede2.pucsp.br/handle/handle/18264The present study into the perspective of development the reasoning logicalmathematical by means of the ontological structures in the digital games happens on a specific modality of digital games that present many structures narratives, and its structural development in the form of logical puzzles, practical, related with the idea Greek of mathéma. The methodology has used combines the conceptual efforts in philosophy of the logical positivism, hermeneutic phenomenology, the pragmatic logic, the genetic epistemology, Ethnomathematics and games practical theory, showing that puzzles in the digital games constitute in cognitives structures of high value for the promotion and production of the knowledge, practical and scientifical, as well as achievement and promotion of its structures narratives that they culminate in uncurling of an interactive history. The research takes as example shape the game Myst, establishing it as descriptionconceptual reference that allows the integration of new forms to stimulate and to support the apprehension of logical-mathematicians knowledge, being assumed and demonstrating that to the reasoning logical-mathematician, organized in the form of puzzles, structured in a way thought oncologic. Thus, it shows the organization of new and versatile forms for the modeling, symbolization, analysis, exploration, conjecture and demonstration of the knowledge mathematician, in the playful-cognitive form of puzzles into the immersive digital universes, more recently assigned as metaverses. From then on, the research demonstrates the theoretician-pragmatic value of creation and organization of digital games that can serve to advancement human culture, in reference the promotion of the human subjectivity in the culture, as well as in the structuralization and equilibration of structures logical-cognitives in immersive experience through the adventure games and by means its puzzles. Thus, we indicate the value of use of the digital games (metaverses) as complementary structure for the development of critical abilities in the citizen in a process of continuous education, as well as in its aspects of widening of the mathematical understanding as logical as cultural, where from universalisation and generalization the experience into the puzzles in metaverses. We show the results of an experience with children in school age, which the use of the game model promoted an increment in his general cognitives abilities and change the form they see the world and solving problems that demand an attitude logical-mathematics. Students not only must use multimedia to learn, but they can also use it to communicate their understanding of the subject to those around them. Virtual reality has the potential to move education from its reliance on books to experiential learning in naturalistic settings. The research culminates with the proposal of a heuristic for the resolution of problems, which as children as adult chance over a new species of epistemologists that, from the experience in the digital games, argue in to think the forms of thinking , or rethink, look at problems in many different ways mathéma by the resolution of puzzlesA presente dissertação na perspectiva do desenvolvimento do raciocínio lógico matemático dentro das estruturas ontológicas presentes nos jogos digitais incide sobre uma modalidade específica de jogos digitais nos quais se fazem presentes, tanto estruturas narrativas, bem como o seu desenvolvimento estrutural na forma de puzzles lógicos, práticos e, relacionados com a idéia grega de mathéma. A metodologia utilizada combina os esforços conceituais presentes na filosofia do positivismo lógico, da fenomenologia hermenêutica, da lógica pragmática, da epistemologia genética, da etnomatemática e da teoria e prática dos jogos, mostrando que os puzzles presentes nos jogos digitais se constituem em estruturas cognitivas de alto valor para a promoção e produção do estruturas narrativas que culminam no desenrolar de uma história interativa. A pesquisa toma como exemplo modelar o game Myst, estabelecendo-o como referência histórico-conceitual que permite a integração de novas formas para incentivar e apoiar a apreensão de conhecimentos lógico-matemáticos, assumindo e demonstrando que o raciocínio lógico-matemático, organizado na forma de puzzles, se estrutura em um modo de ser ontológico do pensamento. Neste sentido mostra a organização de novas e versáteis formas para a modelagem, simbolização, análise, exploração, conjectura e demonstração do conhecimento, inclusive matemático, na forma lúdico-cognitiva dos puzzles no interior de universos digitais imersivos, mais recentemente designados como metaversos. A partir daí, a pesquisa demonstra o valor teórico-pragmático da criação e organização de jogos digitais que podem servir como promotores da cultur promoção da subjetividade humana na cultura, bem como na estruturação e equilibração das estruturas lógico-cognitivas dos sujeitos imersivos que realizam a aventura dos games por meio de seus puzzles. Com isso indicamos o valor da utilização dos jogos digitais (metaversos) como estrutura complementar para o desenvolvimento de habilidades críticas no sujeito humano em um processo de educação contínua, tanto em seus aspectos de alargamento da compreensão matemática como lógica e também cultural, a partir do pressuposto da universalização e generalização da experiência dos puzzles no interior dos metaversos. Neste sentido mostramos os resultados de uma experiência de campo com crianças em idade escolar na qual a utilização do jogo modelo promoveu um incremento em suas habilidades gerais cognitivas e uma mudança na forma de ver o mundo e colocar problemas que demandam uma atitude lógico-matemática. A pesquisa culmina com a proposta de uma heurística para a resolução de problemas, na qual tanto crianças como adultos se convertem em uma nova espécie de epistemólogos que, a partir da experiência nos jogos digitais, se defrontam com a tarefa continuada e falibilista de pensar as formas do pensar mathéma por meio da resolução dos puzzlesSecretaria da Educação do Estado de São Pauloapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/35058/Cristiano%20Natal%20Toneis.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBRFaculdade de Ciências Exatas e TecnologiaMetaversosJogosJogos eletronicosQuebra-cabecasMatematica recreativaLogica simbolica e matematicaGamesPuzzlesMathematicLogicCNPQ::ENGENHARIASA lógica da descoberta nos jogos digitaisinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTCristiano Natal Toneis.pdf.txtCristiano Natal Toneis.pdf.txtExtracted texttext/plain665896https://repositorio.pucsp.br/xmlui/bitstream/handle/18264/3/Cristiano%20Natal%20Toneis.pdf.txt2aecd2b59fbacbd0869f6608c6b73b5cMD53ORIGINALCristiano Natal Toneis.pdfapplication/pdf14474137https://repositorio.pucsp.br/xmlui/bitstream/handle/18264/1/Cristiano%20Natal%20Toneis.pdf81bf760195af01ca56123ea3b53bf71fMD51THUMBNAILCristiano Natal Toneis.pdf.jpgCristiano Natal Toneis.pdf.jpgGenerated Thumbnailimage/jpeg3377https://repositorio.pucsp.br/xmlui/bitstream/handle/18264/2/Cristiano%20Natal%20Toneis.pdf.jpg6ec2afe39ef377fb8d78f80762c995d6MD52handle/182642022-06-15 10:17:24.282oai:repositorio.pucsp.br:handle/18264Biblioteca Digital de Teses e Dissertaçõeshttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-06-15T13:17:24Biblioteca Digital de Teses e Dissertações da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false
dc.title.por.fl_str_mv A lógica da descoberta nos jogos digitais
title A lógica da descoberta nos jogos digitais
spellingShingle A lógica da descoberta nos jogos digitais
Tonéis, Cristiano Natal
Metaversos
Jogos
Jogos eletronicos
Quebra-cabecas
Matematica recreativa
Logica simbolica e matematica
Games
Puzzles
Mathematic
Logic
CNPQ::ENGENHARIAS
title_short A lógica da descoberta nos jogos digitais
title_full A lógica da descoberta nos jogos digitais
title_fullStr A lógica da descoberta nos jogos digitais
title_full_unstemmed A lógica da descoberta nos jogos digitais
title_sort A lógica da descoberta nos jogos digitais
author Tonéis, Cristiano Natal
author_facet Tonéis, Cristiano Natal
author_role author
dc.contributor.advisor1.fl_str_mv Petry, Luís Carlos
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4122196P3
dc.contributor.author.fl_str_mv Tonéis, Cristiano Natal
contributor_str_mv Petry, Luís Carlos
dc.subject.por.fl_str_mv Metaversos
Jogos
Jogos eletronicos
Quebra-cabecas
Matematica recreativa
Logica simbolica e matematica
topic Metaversos
Jogos
Jogos eletronicos
Quebra-cabecas
Matematica recreativa
Logica simbolica e matematica
Games
Puzzles
Mathematic
Logic
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Games
Puzzles
Mathematic
Logic
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description The present study into the perspective of development the reasoning logicalmathematical by means of the ontological structures in the digital games happens on a specific modality of digital games that present many structures narratives, and its structural development in the form of logical puzzles, practical, related with the idea Greek of mathéma. The methodology has used combines the conceptual efforts in philosophy of the logical positivism, hermeneutic phenomenology, the pragmatic logic, the genetic epistemology, Ethnomathematics and games practical theory, showing that puzzles in the digital games constitute in cognitives structures of high value for the promotion and production of the knowledge, practical and scientifical, as well as achievement and promotion of its structures narratives that they culminate in uncurling of an interactive history. The research takes as example shape the game Myst, establishing it as descriptionconceptual reference that allows the integration of new forms to stimulate and to support the apprehension of logical-mathematicians knowledge, being assumed and demonstrating that to the reasoning logical-mathematician, organized in the form of puzzles, structured in a way thought oncologic. Thus, it shows the organization of new and versatile forms for the modeling, symbolization, analysis, exploration, conjecture and demonstration of the knowledge mathematician, in the playful-cognitive form of puzzles into the immersive digital universes, more recently assigned as metaverses. From then on, the research demonstrates the theoretician-pragmatic value of creation and organization of digital games that can serve to advancement human culture, in reference the promotion of the human subjectivity in the culture, as well as in the structuralization and equilibration of structures logical-cognitives in immersive experience through the adventure games and by means its puzzles. Thus, we indicate the value of use of the digital games (metaverses) as complementary structure for the development of critical abilities in the citizen in a process of continuous education, as well as in its aspects of widening of the mathematical understanding as logical as cultural, where from universalisation and generalization the experience into the puzzles in metaverses. We show the results of an experience with children in school age, which the use of the game model promoted an increment in his general cognitives abilities and change the form they see the world and solving problems that demand an attitude logical-mathematics. Students not only must use multimedia to learn, but they can also use it to communicate their understanding of the subject to those around them. Virtual reality has the potential to move education from its reliance on books to experiential learning in naturalistic settings. The research culminates with the proposal of a heuristic for the resolution of problems, which as children as adult chance over a new species of epistemologists that, from the experience in the digital games, argue in to think the forms of thinking , or rethink, look at problems in many different ways mathéma by the resolution of puzzles
publishDate 2010
dc.date.available.fl_str_mv 2010-08-04
dc.date.issued.fl_str_mv 2010-05-10
dc.date.accessioned.fl_str_mv 2016-04-29T14:23:55Z
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dc.identifier.citation.fl_str_mv Tonéis, Cristiano Natal. A lógica da descoberta nos jogos digitais. 2010. 210 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2010.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/18264
identifier_str_mv Tonéis, Cristiano Natal. A lógica da descoberta nos jogos digitais. 2010. 210 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2010.
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