Elaboração de jogo digital como estratégia para o ensino de textos narrativos
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Institucional da Universidade Federal do Ceará (UFC) |
Texto Completo: | http://www.repositorio.ufc.br/handle/riufc/59821 |
Resumo: | Digital games can be adopted, in the Area of Letters, from an interdisciplinary theoretical framework, for example, involving digital educational technology, computer, narrative text and Digital Game-Based Learning. As we verified in the area literature, textual production is already a reality in the teaching of Portuguese language and literature using the elaboration of computer game. An example is the production of the narrative to be inserted in the history of each game, which involves textual genre knowledge, typology and the narrative elements for writing from paper until it is inserted in the electronic editor. This research is justified by not only for proposing the use of digital game, but the elaboration itself, which allows greater interaction using Portuguese language and narrative categories. This practice offers a greater number of interventions during the writing and rewriting process. We envision the use of a virtual game-making environment known as RPG Maker VX ACE for the narrative text insertion written by 10 elementary school students from a state public school in Fortaleza. The general objective was to develop the textual production ability in the narrative construction with writing, rewriting and a digital game elaboration. The specific objectives were to verify cohesion and coherence factors in the textual production process, analyze whether it contributes to the textuality construction, grammatical aspects, notatives and textual production strategies, configure the game with narrative development using its elements and evaluate learning, gameplay and technical aspects. Data collection and generation were performed in five stages, including the proposed application of the project in the first stage. The second stage corresponds to the diagnosis with the elaboration of two narrative maps and textual production related to the narrative. The third moment corresponds to the rewriting of the narrative in the wonderful tale genre. In the fourth phase, the game was set up with access to rpg maker VX ACE and the insertion of the text. The fifth phase considers the testing of the game in relation to its operation regarding aspects of learning, gameplay and technique. At the end of the process, it was verified that the narrative text production learning in the game elaboration is confirmed positive for 100% of the participants, observing the elaboration, produced texts’ insertion and the game as the text support elaborated collaboratively. Regarding the recognition of the narrative with the students’ active participation in the game construction with collaborative rewriting, the results show that the secondary hypothesis obtained a positive response to 90%, being just 10% of negative in 100% responses regarding the understanding of the game specifically for 9th grade students. It was possible to verify failures regarding cohesion factors and coherence in the first writing, resolved throughout the rewriting process. In conclusion, it was confirmed that the process contributed to the development of textual production with grammatical, notatory and production strategies built during the practice, including configuration of the game collaboratively with its positive functioning, for 100% of the participants. |
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Elaboração de jogo digital como estratégia para o ensino de textos narrativosDigital game elaboration as strategy in teaching narrative textsEnsinoJogo digitalLíngua PortuguesaLeteraturaTexto narrativoDigital games can be adopted, in the Area of Letters, from an interdisciplinary theoretical framework, for example, involving digital educational technology, computer, narrative text and Digital Game-Based Learning. As we verified in the area literature, textual production is already a reality in the teaching of Portuguese language and literature using the elaboration of computer game. An example is the production of the narrative to be inserted in the history of each game, which involves textual genre knowledge, typology and the narrative elements for writing from paper until it is inserted in the electronic editor. This research is justified by not only for proposing the use of digital game, but the elaboration itself, which allows greater interaction using Portuguese language and narrative categories. This practice offers a greater number of interventions during the writing and rewriting process. We envision the use of a virtual game-making environment known as RPG Maker VX ACE for the narrative text insertion written by 10 elementary school students from a state public school in Fortaleza. The general objective was to develop the textual production ability in the narrative construction with writing, rewriting and a digital game elaboration. The specific objectives were to verify cohesion and coherence factors in the textual production process, analyze whether it contributes to the textuality construction, grammatical aspects, notatives and textual production strategies, configure the game with narrative development using its elements and evaluate learning, gameplay and technical aspects. Data collection and generation were performed in five stages, including the proposed application of the project in the first stage. The second stage corresponds to the diagnosis with the elaboration of two narrative maps and textual production related to the narrative. The third moment corresponds to the rewriting of the narrative in the wonderful tale genre. In the fourth phase, the game was set up with access to rpg maker VX ACE and the insertion of the text. The fifth phase considers the testing of the game in relation to its operation regarding aspects of learning, gameplay and technique. At the end of the process, it was verified that the narrative text production learning in the game elaboration is confirmed positive for 100% of the participants, observing the elaboration, produced texts’ insertion and the game as the text support elaborated collaboratively. Regarding the recognition of the narrative with the students’ active participation in the game construction with collaborative rewriting, the results show that the secondary hypothesis obtained a positive response to 90%, being just 10% of negative in 100% responses regarding the understanding of the game specifically for 9th grade students. It was possible to verify failures regarding cohesion factors and coherence in the first writing, resolved throughout the rewriting process. In conclusion, it was confirmed that the process contributed to the development of textual production with grammatical, notatory and production strategies built during the practice, including configuration of the game collaboratively with its positive functioning, for 100% of the participants.Jogos digitais podem ser adotados, na área de Letras, a partir de um arcabouço teórico interdisciplinar, por exemplo, envolvendo tecnologia educacional digital, computador, texto narrativo e Aprendizagem Baseada em Jogos Digitais. Conforme verificamos na literatura da área, a produção textual já é realidade no ensino de língua portuguesa e literatura utilizando-se a elaboração de jogo em computador. Um exemplo é a produção da narrativa para ser inserida na história de cada jogo, o que envolve o conhecimento de gênero textual, tipologia e elementos da narrativa para a escrita que se inicia no papel até ser inserida no editor eletrônico. Esta pesquisa se justifica não apenas por propor o uso de jogo digital, mas pela própria elaboração, o que possibilita maior interação com o uso da língua portuguesa e categorias da literatura. Essa prática oferece um maior número de intervenções durante o processo de escrita e reescrita. Vislumbramos a utilização de um ambiente virtual de elaboração de jogo, conhecido como RPG Maker VX ACE, para inserção de textos narrativos de 10 alunos do Ensino Fundamental de uma escola pública estadual de Fortaleza. O objetivo geral foi desenvolver a habilidade de produção textual na construção de narrativa com escrita, reescrita e elaboração de um jogo digital. Os objetivos específicos foram verificar fatores de coesão e coerência na produção textual dos alunos, analisar se o processo contribui para a construção da textualidade, aspectos gramaticais, notacionais e estratégias de produção textual, configurar o jogo com desenvolvimento da narrativa com seus elementos e avaliar aspectos de aprendizagem, jogabilidade e técnica. A coleta e a geração de dados foram realizadas em cinco etapas, incluindo a proposta de aplicação do projeto na primeira etapa. A segunda etapa corresponde ao diagnóstico com elaboração de dois mapas narrativos e produção textual relacionada à narrativa. O terceiro momento corresponde à reescrita da narrativa no gênero conto maravilhoso. Na quarta fase, foi feita a configuração do jogo com acesso ao RPG Maker VX ACE e a inserção do texto. A quinta fase considera a testagem do jogo em relação ao seu funcionamento quanto a aspectos de aprendizagem, jogabilidade e técnica. Ao final do processo foi verificado que a aprendizagem de produção de textos narrativos na elaboração do jogo confirma-se positiva para 100% dos participantes, observando-se a elaboração do jogo, inserção de textos produzidos e suporte elaborado colaborativamente. Quanto ao reconhecimento da narrativa com participação ativa dos alunos na construção do jogo com reescrita de forma colaborativa, os resultados mostram que a hipótese secundária obteve resposta positiva para 90%, com 10% de respostas negativas quanto à compreensão do jogo especificamente para alunos de 9º ano. Foi possível verificar falhas quanto a fatores de coesão e coerência na primeira escrita, resolvidas durante todo o processo de reescrita. Em conclusão, confirmou-se que o processo contribuiu para o desenvolvimento da produção textual com aspectos gramaticais, notacionais e estratégias de produção construídos durante a prática, incluindo a configuração do jogo de forma colaborativa com seu funcionamento positivo para 100% dos participantes.Soares, Maria EliasSilva, José Maurício Santos da2021-08-02T21:07:26Z2021-08-02T21:07:26Z2021info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfSILVA, José Maurício Santos da. Elaboração de jogo digital como estratégia para o ensino de textos narrativos. Orientadora: Maria Elias Soares. 2021. 312 f. Dissertação (Mestrado em Letras) - Mestrado Profissional em Letras em Rede Nacional, Centro de Humanidades, Universidade Federal do Ceará, Fortaleza, 2021.http://www.repositorio.ufc.br/handle/riufc/59821porreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFCinfo:eu-repo/semantics/openAccess2021-08-02T21:16:46Zoai:repositorio.ufc.br:riufc/59821Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2024-09-11T18:15:46.985471Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false |
dc.title.none.fl_str_mv |
Elaboração de jogo digital como estratégia para o ensino de textos narrativos Digital game elaboration as strategy in teaching narrative texts |
title |
Elaboração de jogo digital como estratégia para o ensino de textos narrativos |
spellingShingle |
Elaboração de jogo digital como estratégia para o ensino de textos narrativos Silva, José Maurício Santos da Ensino Jogo digital Língua Portuguesa Leteratura Texto narrativo |
title_short |
Elaboração de jogo digital como estratégia para o ensino de textos narrativos |
title_full |
Elaboração de jogo digital como estratégia para o ensino de textos narrativos |
title_fullStr |
Elaboração de jogo digital como estratégia para o ensino de textos narrativos |
title_full_unstemmed |
Elaboração de jogo digital como estratégia para o ensino de textos narrativos |
title_sort |
Elaboração de jogo digital como estratégia para o ensino de textos narrativos |
author |
Silva, José Maurício Santos da |
author_facet |
Silva, José Maurício Santos da |
author_role |
author |
dc.contributor.none.fl_str_mv |
Soares, Maria Elias |
dc.contributor.author.fl_str_mv |
Silva, José Maurício Santos da |
dc.subject.por.fl_str_mv |
Ensino Jogo digital Língua Portuguesa Leteratura Texto narrativo |
topic |
Ensino Jogo digital Língua Portuguesa Leteratura Texto narrativo |
description |
Digital games can be adopted, in the Area of Letters, from an interdisciplinary theoretical framework, for example, involving digital educational technology, computer, narrative text and Digital Game-Based Learning. As we verified in the area literature, textual production is already a reality in the teaching of Portuguese language and literature using the elaboration of computer game. An example is the production of the narrative to be inserted in the history of each game, which involves textual genre knowledge, typology and the narrative elements for writing from paper until it is inserted in the electronic editor. This research is justified by not only for proposing the use of digital game, but the elaboration itself, which allows greater interaction using Portuguese language and narrative categories. This practice offers a greater number of interventions during the writing and rewriting process. We envision the use of a virtual game-making environment known as RPG Maker VX ACE for the narrative text insertion written by 10 elementary school students from a state public school in Fortaleza. The general objective was to develop the textual production ability in the narrative construction with writing, rewriting and a digital game elaboration. The specific objectives were to verify cohesion and coherence factors in the textual production process, analyze whether it contributes to the textuality construction, grammatical aspects, notatives and textual production strategies, configure the game with narrative development using its elements and evaluate learning, gameplay and technical aspects. Data collection and generation were performed in five stages, including the proposed application of the project in the first stage. The second stage corresponds to the diagnosis with the elaboration of two narrative maps and textual production related to the narrative. The third moment corresponds to the rewriting of the narrative in the wonderful tale genre. In the fourth phase, the game was set up with access to rpg maker VX ACE and the insertion of the text. The fifth phase considers the testing of the game in relation to its operation regarding aspects of learning, gameplay and technique. At the end of the process, it was verified that the narrative text production learning in the game elaboration is confirmed positive for 100% of the participants, observing the elaboration, produced texts’ insertion and the game as the text support elaborated collaboratively. Regarding the recognition of the narrative with the students’ active participation in the game construction with collaborative rewriting, the results show that the secondary hypothesis obtained a positive response to 90%, being just 10% of negative in 100% responses regarding the understanding of the game specifically for 9th grade students. It was possible to verify failures regarding cohesion factors and coherence in the first writing, resolved throughout the rewriting process. In conclusion, it was confirmed that the process contributed to the development of textual production with grammatical, notatory and production strategies built during the practice, including configuration of the game collaboratively with its positive functioning, for 100% of the participants. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-08-02T21:07:26Z 2021-08-02T21:07:26Z 2021 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
SILVA, José Maurício Santos da. Elaboração de jogo digital como estratégia para o ensino de textos narrativos. Orientadora: Maria Elias Soares. 2021. 312 f. Dissertação (Mestrado em Letras) - Mestrado Profissional em Letras em Rede Nacional, Centro de Humanidades, Universidade Federal do Ceará, Fortaleza, 2021. http://www.repositorio.ufc.br/handle/riufc/59821 |
identifier_str_mv |
SILVA, José Maurício Santos da. Elaboração de jogo digital como estratégia para o ensino de textos narrativos. Orientadora: Maria Elias Soares. 2021. 312 f. Dissertação (Mestrado em Letras) - Mestrado Profissional em Letras em Rede Nacional, Centro de Humanidades, Universidade Federal do Ceará, Fortaleza, 2021. |
url |
http://www.repositorio.ufc.br/handle/riufc/59821 |
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Universidade Federal do Ceará (UFC) |
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Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC) |
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