Dandara: resistir para educar

Detalhes bibliográficos
Autor(a) principal: Moreira, Igor Eduardo de Lima
Data de Publicação: 2019
Tipo de documento: Trabalho de conclusão de curso
Idioma: por
Título da fonte: Repositório Institucional da Universidade Federal do Ceará (UFC)
Texto Completo: http://www.repositorio.ufc.br/handle/riufc/50435
Resumo: The present study analyzes Dandara, an entertainment game, while teaching content related to Portuguese, Arts and History. The purpose of this research was to identify the pedagogical potential of a video game called Dandara, based on a ludic context, relating it to the teaching of content specialized in the skills and abilities of the National Common Curriculum Basis - BNCC (BRASIL, 2017). The theoretical basis of the work was based on contextualized of the reader on the three basic concepts of the research: Didactics, Ludicity and Game, having as authors searched: Ramos and Cruz (2018), Alves and Coutinho (2016), Luckesi (2002), Huizinga (2000) and Porto (2002) and Lynn Alves (2016), among others. The first brings a view of didactics and a contextualization of the BNCC and curriculum related issues. In the session focused on Ludicity, it discusses a relationship between the game Dandara and the ludic as a plenitude of experience. The last session discusses the concept of gaming and further explores the difference between game of entertainment and education. As methodological procedures, one approach that best fits the research objectives is the qualitative one. Having as data collection instrument, the field diary and the semi-structured interview. A data analysis was made from data triangulation and a content analysis. The results of the research proved that children were able to experience a fullness of experience, which was a playful experience, and after the game they could use and learn about what they saw during the time they could play, in particular, found out more about the historical figures of Dandara dos Palmares and Tarsila do Amaral and were able to learn about the Abaporu, work by the modernist artist. Concluding, therefore, that Dandara play has educational potential, since the teacher learns how to mediate the activities involving this digital resource, can explore playfulness through games without letting go or learn to use various BNCC skills and abilities in an interdisciplinary manner.
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spelling Dandara: resistir para educarVideogameDandaraLudicidadeThe present study analyzes Dandara, an entertainment game, while teaching content related to Portuguese, Arts and History. The purpose of this research was to identify the pedagogical potential of a video game called Dandara, based on a ludic context, relating it to the teaching of content specialized in the skills and abilities of the National Common Curriculum Basis - BNCC (BRASIL, 2017). The theoretical basis of the work was based on contextualized of the reader on the three basic concepts of the research: Didactics, Ludicity and Game, having as authors searched: Ramos and Cruz (2018), Alves and Coutinho (2016), Luckesi (2002), Huizinga (2000) and Porto (2002) and Lynn Alves (2016), among others. The first brings a view of didactics and a contextualization of the BNCC and curriculum related issues. In the session focused on Ludicity, it discusses a relationship between the game Dandara and the ludic as a plenitude of experience. The last session discusses the concept of gaming and further explores the difference between game of entertainment and education. As methodological procedures, one approach that best fits the research objectives is the qualitative one. Having as data collection instrument, the field diary and the semi-structured interview. A data analysis was made from data triangulation and a content analysis. The results of the research proved that children were able to experience a fullness of experience, which was a playful experience, and after the game they could use and learn about what they saw during the time they could play, in particular, found out more about the historical figures of Dandara dos Palmares and Tarsila do Amaral and were able to learn about the Abaporu, work by the modernist artist. Concluding, therefore, that Dandara play has educational potential, since the teacher learns how to mediate the activities involving this digital resource, can explore playfulness through games without letting go or learn to use various BNCC skills and abilities in an interdisciplinary manner.O presente estudo analisa Dandara, um jogo de entretenimento enquanto ferramenta de ensino de conteúdos relacionados à Língua Portuguesa, Artes e História. A pesquisa teve por objetivo Identificar o potencial pedagógico de um jogo de videogame de nome Dandara, tendo por base o contexto lúdico, relacionando-o com o ensino dos conteúdos baseados nas competências e habilidades da Base Nacional Comum Curricular - BNCC (BRASIL, 2017). A fundamentação teórica do trabalho teve como base contextualizar o leitor acerca dos três conceitos basilares da pesquisa: Didática, Ludicidade e Jogo, tendo por autores pesquisados: Ramos e Cruz (2018), Alves e Coutinho (2016), Luckesi (2002), Huizinga (2000) e Porto (2002) e Lynn Alves (2016), dentre outros. O primeiro, traz a visão de Didática do trabalho e contextualiza com a BNCC e questões relacionadas ao currículo. Na seção voltada para a Ludicidade, aborda-se a relação entre o jogo Dandara e o Lúdico, enquanto plenitude de experiência. A última seção aborda a conceito de jogo e explora a diferença entre jogo de entretenimento e educativo. Como procedimentos metodológicos, a abordagem que melhor se adapta aos objetivos da pesquisa é a qualitativa. Tendo por instrumento de coleta de dados, o diário de campo e a entrevista semiestruturada. A Análise dos dados foi feita a partir da triangulação de dados e a análise de conteúdo. Os resultados da pesquisa comprovam que as crianças puderam vivenciar uma plenitude de experiência, o que foi uma vivência lúdica e, após o jogo, puderam pesquisar e aprender sobre o que chamou a atenção delas durante o tempo em que puderam jogar. Em específico, descobriram mais sobre as figuras históricas de Dandara dos Palmares e Tarsila do Amaral e puderam aprender sobre a obra Abaporu da artista modernista. Conclui-se, portanto, que o jogo Dandara tem um potencial educativo desde que o professor saiba mediar as atividades que envolvam esse recurso digital, podendo explorar a ludicidade através do game sem deixar de lado o aprendizado necessário de diversas competências e habilidades da BNCC de forma interdisciplinar.Castro, Juscileide Braga deMoreira, Igor Eduardo de Lima2020-03-02T14:26:10Z2020-03-02T14:26:10Z2019info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisapplication/pdfMOREIRA, Igor Eduardo de Lima. Dandara: resistir para educar. 2019. 66f. - Monografia (Graduação em Pedagogia) - Universidade Federal do Ceará, Faculdade de Educação, Curso de Graduação em Pedagogia, Fortaleza (CE), 2019.http://www.repositorio.ufc.br/handle/riufc/50435porreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFCinfo:eu-repo/semantics/openAccess2020-03-02T14:26:10Zoai:repositorio.ufc.br:riufc/50435Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2024-09-11T18:29:47.312375Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false
dc.title.none.fl_str_mv Dandara: resistir para educar
title Dandara: resistir para educar
spellingShingle Dandara: resistir para educar
Moreira, Igor Eduardo de Lima
Videogame
Dandara
Ludicidade
title_short Dandara: resistir para educar
title_full Dandara: resistir para educar
title_fullStr Dandara: resistir para educar
title_full_unstemmed Dandara: resistir para educar
title_sort Dandara: resistir para educar
author Moreira, Igor Eduardo de Lima
author_facet Moreira, Igor Eduardo de Lima
author_role author
dc.contributor.none.fl_str_mv Castro, Juscileide Braga de
dc.contributor.author.fl_str_mv Moreira, Igor Eduardo de Lima
dc.subject.por.fl_str_mv Videogame
Dandara
Ludicidade
topic Videogame
Dandara
Ludicidade
description The present study analyzes Dandara, an entertainment game, while teaching content related to Portuguese, Arts and History. The purpose of this research was to identify the pedagogical potential of a video game called Dandara, based on a ludic context, relating it to the teaching of content specialized in the skills and abilities of the National Common Curriculum Basis - BNCC (BRASIL, 2017). The theoretical basis of the work was based on contextualized of the reader on the three basic concepts of the research: Didactics, Ludicity and Game, having as authors searched: Ramos and Cruz (2018), Alves and Coutinho (2016), Luckesi (2002), Huizinga (2000) and Porto (2002) and Lynn Alves (2016), among others. The first brings a view of didactics and a contextualization of the BNCC and curriculum related issues. In the session focused on Ludicity, it discusses a relationship between the game Dandara and the ludic as a plenitude of experience. The last session discusses the concept of gaming and further explores the difference between game of entertainment and education. As methodological procedures, one approach that best fits the research objectives is the qualitative one. Having as data collection instrument, the field diary and the semi-structured interview. A data analysis was made from data triangulation and a content analysis. The results of the research proved that children were able to experience a fullness of experience, which was a playful experience, and after the game they could use and learn about what they saw during the time they could play, in particular, found out more about the historical figures of Dandara dos Palmares and Tarsila do Amaral and were able to learn about the Abaporu, work by the modernist artist. Concluding, therefore, that Dandara play has educational potential, since the teacher learns how to mediate the activities involving this digital resource, can explore playfulness through games without letting go or learn to use various BNCC skills and abilities in an interdisciplinary manner.
publishDate 2019
dc.date.none.fl_str_mv 2019
2020-03-02T14:26:10Z
2020-03-02T14:26:10Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/bachelorThesis
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dc.identifier.uri.fl_str_mv MOREIRA, Igor Eduardo de Lima. Dandara: resistir para educar. 2019. 66f. - Monografia (Graduação em Pedagogia) - Universidade Federal do Ceará, Faculdade de Educação, Curso de Graduação em Pedagogia, Fortaleza (CE), 2019.
http://www.repositorio.ufc.br/handle/riufc/50435
identifier_str_mv MOREIRA, Igor Eduardo de Lima. Dandara: resistir para educar. 2019. 66f. - Monografia (Graduação em Pedagogia) - Universidade Federal do Ceará, Faculdade de Educação, Curso de Graduação em Pedagogia, Fortaleza (CE), 2019.
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instname:Universidade Federal do Ceará (UFC)
instacron:UFC
instname_str Universidade Federal do Ceará (UFC)
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reponame_str Repositório Institucional da Universidade Federal do Ceará (UFC)
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