Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais

Detalhes bibliográficos
Autor(a) principal: Monte, Washington Sales do
Data de Publicação: 2014
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Digital da Universidade Federal Rural do Semi-Árido (RDU)
Texto Completo: https://repositorio.ufersa.edu.br/handle/tede/636
Resumo: This research analyzes the forms of attention that we can observe the experience of young people who participate in workshops of digital games in a day-care Center of Mossoró/RN. Presents the digital game as eyeshadow experience cognitive and affective changes the course of at-risk youth distress. The game while in interactive technology a reality, simulators offer creates various digital environments and, through their interfaces, can construct situations for his players, interact, producing their realities in simulations of their capable to potentialize learning processes. The central objective of the research was to analyze the ways of operation of attention processes triggered in young's experience with the digital games. We seek to follow the actions of young people in order to learn about how does the process of attention, as required to the learnings. The methodology employed was the intervention research, a qualitative research in which we observe different moments of the interaction of young people with the games in workshops. The workshops that nurture the subjects involved, oficinandos-young people-and workshop participants-master, teacher Advisor and graduate fellows-, build their own experiences and interactivity with the games. The method of cartography allowed to observe and analyze the interactions in different moments of young's experience with the digital game. As a result, realize cognitive transformations referred to the processes of attention on young people's experience with the digital games. During the trial, we were able to keep track of the modulations in times when the subject/player presents a kind of attention, moving process. In this research, the kind of attention that was present at the beginning of the experience was what is defined as voluntary attention, quite common in subjects with a high dispersion process. It is interesting to realize that that kind of attention does not work so static, because the experience of the players, in direct actions in game situation, they began to experiment with processes involving concentration, focus, distraction, anyway, show us how to walk with their learning, show us attention as a learning experience. We noticed the difference between the forms of the operating of the cognitive processes of attention (distraction, dispersion, perception, focus, concentration), processes that were present throughout the course of the experiment. It is interesting to learn that observe young people playing and the movements they perform makes us understand how they learn and cohabit in a different way, so it is always important to look, mobilising our attention to what each shows us and what they do in the collective. The method of mapping helps us learn how to monitor the movements of attention, in writing of the maps of the route. About the movements of the attention, it is possible to say that the distraction presents itself as an important process for learning, the distracted is not always someone who does not have focus. The dispersion is a process that may not favour the player when seeking a deep experience in the process. The perception presents itself differently for each of the subject/players, when they seek to interact in the environment in order to seek landed the attention in any game. Focus and concentration are happening as process and we rejoice to observe young, before pretty scattered, into shares of game showing are concentrated in phases, in plays. The research touches a delicate problem in actuality, connects with other dramas experienced by young people, when the diagnosis of inattention comes with the idea of hyperactivity and the measures of increasing medicalization of young people. At the end of this work, we feel that just started a walk and we left our contribution, to explain the dynamic movement of the processes of attention on the experience of players in a mental health setting
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spelling Oficinando com jovens: análise de processos de atenção na experiência com jogos digitaisJogos digitaisAtençãoCogniçãoSaúde mentalDigital gamesAttentionCognitionMental healthCNPQ::CIENCIAS AMBIENTAIS::MEIO AMBIENTEThis research analyzes the forms of attention that we can observe the experience of young people who participate in workshops of digital games in a day-care Center of Mossoró/RN. Presents the digital game as eyeshadow experience cognitive and affective changes the course of at-risk youth distress. The game while in interactive technology a reality, simulators offer creates various digital environments and, through their interfaces, can construct situations for his players, interact, producing their realities in simulations of their capable to potentialize learning processes. The central objective of the research was to analyze the ways of operation of attention processes triggered in young's experience with the digital games. We seek to follow the actions of young people in order to learn about how does the process of attention, as required to the learnings. The methodology employed was the intervention research, a qualitative research in which we observe different moments of the interaction of young people with the games in workshops. The workshops that nurture the subjects involved, oficinandos-young people-and workshop participants-master, teacher Advisor and graduate fellows-, build their own experiences and interactivity with the games. The method of cartography allowed to observe and analyze the interactions in different moments of young's experience with the digital game. As a result, realize cognitive transformations referred to the processes of attention on young people's experience with the digital games. During the trial, we were able to keep track of the modulations in times when the subject/player presents a kind of attention, moving process. In this research, the kind of attention that was present at the beginning of the experience was what is defined as voluntary attention, quite common in subjects with a high dispersion process. It is interesting to realize that that kind of attention does not work so static, because the experience of the players, in direct actions in game situation, they began to experiment with processes involving concentration, focus, distraction, anyway, show us how to walk with their learning, show us attention as a learning experience. We noticed the difference between the forms of the operating of the cognitive processes of attention (distraction, dispersion, perception, focus, concentration), processes that were present throughout the course of the experiment. It is interesting to learn that observe young people playing and the movements they perform makes us understand how they learn and cohabit in a different way, so it is always important to look, mobilising our attention to what each shows us and what they do in the collective. The method of mapping helps us learn how to monitor the movements of attention, in writing of the maps of the route. About the movements of the attention, it is possible to say that the distraction presents itself as an important process for learning, the distracted is not always someone who does not have focus. The dispersion is a process that may not favour the player when seeking a deep experience in the process. The perception presents itself differently for each of the subject/players, when they seek to interact in the environment in order to seek landed the attention in any game. Focus and concentration are happening as process and we rejoice to observe young, before pretty scattered, into shares of game showing are concentrated in phases, in plays. The research touches a delicate problem in actuality, connects with other dramas experienced by young people, when the diagnosis of inattention comes with the idea of hyperactivity and the measures of increasing medicalization of young people. At the end of this work, we feel that just started a walk and we left our contribution, to explain the dynamic movement of the processes of attention on the experience of players in a mental health setting2017-03-27Esta pesquisa analisa as formas de atenção que podemos observar na experiência de jovens que participam de oficinas de jogos digitais em um Centro de Atenção Psicossocial de Mossoró/RN. Apresenta o jogo digital como experiência potencializadora de transformações cognitivas e afetivas no percurso de jovens em situação de sofrimento psíquico. O jogo enquanto tecnologia interativa, em uma proposta de simuladores da realidade, cria vários ambientes digitais e, por meio de suas interfaces, pode construir situações para que seus jogadores, interajam, produzindo suas realidades em simulações potencializadoras dos seus processos de aprendizagem. O objetivo central da pesquisa foi analisar as formas de funcionamento dos processos de atenção desencadeadas na experiência de jovens com os jogos digitais. Procuramos acompanhar as ações dos jovens de modo a aprender sobre como funciona o processo da atenção, tão requerido às aprendizagens. A metodologia empregada foi a pesquisa-intervenção, uma pesquisa qualitativa em que observamos diferentes momentos da interação de jovens com os jogos em oficinas. As oficinas oportunizaram que os sujeitos envolvidos, oficinandos – os jovens - e oficineiros – mestrando, professora orientadora e bolsistas de graduação -, construíssem suas próprias vivências e interatividade com os jogos. O método da cartografia permitiu observar e analisar as interações em diferentes momentos da experiência de jovens com o jogo digital. Como resultados, percebemos transformações cognitivas referidas aos processos de atenção na experiência de jovens com os jogos digitais. Durante a experiência, pudemos acompanhar as modulações nos momentos em que o sujeito/jogador apresenta um tipo de atenção, processo em movimento. Nesta pesquisa, o tipo de atenção que mais se fez presente no início da experiência foi o que se define como atenção voluntária, bastante comum em sujeitos que apresentam um processo de dispersão elevado. É interessante percebemos que esse tipo de atenção não funciona de modo estático, pois na experiência dos jogadores, nas ações diretas em situação de jogo, eles passam a experimentar processos que envolvem concentração, focalização, distração, enfim, nos mostram como caminham com suas aprendizagens, nos mostram a atenção como uma experiência de aprendizagem. Percebemos a diferença entre as formas do operar dos processos cognitivos da atenção (distração, dispersão, percepção, focalização, concentração), processos que estiveram presentes durante todo o percurso da experiência. É interessante aprender que observar os jovens jogando e os movimentos que realizam nos faz entender o modo como aprendem e convivem de um jeito diferente, assim, sempre é importante olhar, mobilizar a nossa atenção para o que cada um nos mostra e o que eles fazem no coletivo. O método da cartografia nos ajuda a aprender a como acompanhar os movimentos da atenção, na escrita dos mapas do percurso. Sobre os movimentos da atenção, é possível dizer que a distração apresenta-se como um processo importante para a aprendizagem, o distraído nem sempre é alguém que não tem foco. A dispersão é um processo que pode não favorecer o jogador quando busca uma experiência profunda no processo. A percepção apresenta-se de forma diferente para cada um dos sujeitos/jogadores, quando estes procuram interagir no ambiente de modo a buscar pousar a atenção em algum jogo. A focalização e a concentração passam a acontecer como processo e nos alegramos ao observar jovens, antes bastante dispersos, em ações de jogo mostrando estarem concentrados nas fases, nas jogadas. A pesquisa toca em um problema delicado na atualidade, conecta-se com outros dramas vividos pelos jovens, quando o diagnóstico da desatenção vem acompanhado pela ideia da hiperatividade e das medidas de medicalização crescente dos jovens. Ao final deste trabalho, sentimos que apenas iniciamos uma caminhada e que deixamos nossa contribuição, ao explicarmos o movimento dinâmico dos processos da atenção na experiência de jogadores em um ambiente de saúde mentalUniversidade Federal Rural do Semi-ÁridoBrasilUFERSAPrograma de Pós-Graduação em Ambiente, Tecnologia e SociedadeMendes Neto, Francisco Milton67304133449http://lattes.cnpq.br/5725021666916341Demoly, Karla Rosane do Amaral50914111000http://lattes.cnpq.br/360954542037915305010639432http://lattes.cnpq.br/6357396642284845Bergamo, Genevile Carife48711470615http://lattes.cnpq.br/4281932233077829Maraschin, Cleci27347273072http://lattes.cnpq.br/3992255361467211Monte, Washington Sales do2017-03-28T00:43:47Z2014-02-26info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfapplication/pdfMONTE, Washington Sales do. Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais. 2014. 132 f. Dissertação (Mestrado) - Curso de Pós-graduação em Ambiente, Tecnologia e Sociedade, Universidade Federal Rural do Semi-Árido, Mossoró, 2014.https://repositorio.ufersa.edu.br/handle/tede/636porCC-BY-SAinfo:eu-repo/semantics/openAccessreponame:Repositório Digital da Universidade Federal Rural do Semi-Árido (RDU)instname:Universidade Federal Rural do Semi-Árido (UFERSA)instacron:UFERSA2023-09-14T03:26:49Zoai:repositorio.ufersa.edu.br:tede/636Repositório Institucionalhttps://repositorio.ufersa.edu.br/PUBhttps://repositorio.ufersa.edu.br/server/oai/requestrepositorio@ufersa.edu.br || admrepositorio@ufersa.edu.bropendoar:2023-09-14T03:26:49Repositório Digital da Universidade Federal Rural do Semi-Árido (RDU) - Universidade Federal Rural do Semi-Árido (UFERSA)false
dc.title.none.fl_str_mv Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais
title Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais
spellingShingle Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais
Monte, Washington Sales do
Jogos digitais
Atenção
Cognição
Saúde mental
Digital games
Attention
Cognition
Mental health
CNPQ::CIENCIAS AMBIENTAIS::MEIO AMBIENTE
title_short Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais
title_full Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais
title_fullStr Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais
title_full_unstemmed Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais
title_sort Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais
author Monte, Washington Sales do
author_facet Monte, Washington Sales do
author_role author
dc.contributor.none.fl_str_mv Mendes Neto, Francisco Milton
67304133449
http://lattes.cnpq.br/5725021666916341
Demoly, Karla Rosane do Amaral
50914111000
http://lattes.cnpq.br/3609545420379153
05010639432
http://lattes.cnpq.br/6357396642284845
Bergamo, Genevile Carife
48711470615
http://lattes.cnpq.br/4281932233077829
Maraschin, Cleci
27347273072
http://lattes.cnpq.br/3992255361467211
dc.contributor.author.fl_str_mv Monte, Washington Sales do
dc.subject.por.fl_str_mv Jogos digitais
Atenção
Cognição
Saúde mental
Digital games
Attention
Cognition
Mental health
CNPQ::CIENCIAS AMBIENTAIS::MEIO AMBIENTE
topic Jogos digitais
Atenção
Cognição
Saúde mental
Digital games
Attention
Cognition
Mental health
CNPQ::CIENCIAS AMBIENTAIS::MEIO AMBIENTE
description This research analyzes the forms of attention that we can observe the experience of young people who participate in workshops of digital games in a day-care Center of Mossoró/RN. Presents the digital game as eyeshadow experience cognitive and affective changes the course of at-risk youth distress. The game while in interactive technology a reality, simulators offer creates various digital environments and, through their interfaces, can construct situations for his players, interact, producing their realities in simulations of their capable to potentialize learning processes. The central objective of the research was to analyze the ways of operation of attention processes triggered in young's experience with the digital games. We seek to follow the actions of young people in order to learn about how does the process of attention, as required to the learnings. The methodology employed was the intervention research, a qualitative research in which we observe different moments of the interaction of young people with the games in workshops. The workshops that nurture the subjects involved, oficinandos-young people-and workshop participants-master, teacher Advisor and graduate fellows-, build their own experiences and interactivity with the games. The method of cartography allowed to observe and analyze the interactions in different moments of young's experience with the digital game. As a result, realize cognitive transformations referred to the processes of attention on young people's experience with the digital games. During the trial, we were able to keep track of the modulations in times when the subject/player presents a kind of attention, moving process. In this research, the kind of attention that was present at the beginning of the experience was what is defined as voluntary attention, quite common in subjects with a high dispersion process. It is interesting to realize that that kind of attention does not work so static, because the experience of the players, in direct actions in game situation, they began to experiment with processes involving concentration, focus, distraction, anyway, show us how to walk with their learning, show us attention as a learning experience. We noticed the difference between the forms of the operating of the cognitive processes of attention (distraction, dispersion, perception, focus, concentration), processes that were present throughout the course of the experiment. It is interesting to learn that observe young people playing and the movements they perform makes us understand how they learn and cohabit in a different way, so it is always important to look, mobilising our attention to what each shows us and what they do in the collective. The method of mapping helps us learn how to monitor the movements of attention, in writing of the maps of the route. About the movements of the attention, it is possible to say that the distraction presents itself as an important process for learning, the distracted is not always someone who does not have focus. The dispersion is a process that may not favour the player when seeking a deep experience in the process. The perception presents itself differently for each of the subject/players, when they seek to interact in the environment in order to seek landed the attention in any game. Focus and concentration are happening as process and we rejoice to observe young, before pretty scattered, into shares of game showing are concentrated in phases, in plays. The research touches a delicate problem in actuality, connects with other dramas experienced by young people, when the diagnosis of inattention comes with the idea of hyperactivity and the measures of increasing medicalization of young people. At the end of this work, we feel that just started a walk and we left our contribution, to explain the dynamic movement of the processes of attention on the experience of players in a mental health setting
publishDate 2014
dc.date.none.fl_str_mv 2014-02-26
2017-03-28T00:43:47Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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status_str publishedVersion
dc.identifier.uri.fl_str_mv MONTE, Washington Sales do. Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais. 2014. 132 f. Dissertação (Mestrado) - Curso de Pós-graduação em Ambiente, Tecnologia e Sociedade, Universidade Federal Rural do Semi-Árido, Mossoró, 2014.
https://repositorio.ufersa.edu.br/handle/tede/636
identifier_str_mv MONTE, Washington Sales do. Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais. 2014. 132 f. Dissertação (Mestrado) - Curso de Pós-graduação em Ambiente, Tecnologia e Sociedade, Universidade Federal Rural do Semi-Árido, Mossoró, 2014.
url https://repositorio.ufersa.edu.br/handle/tede/636
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dc.publisher.none.fl_str_mv Universidade Federal Rural do Semi-Árido
Brasil
UFERSA
Programa de Pós-Graduação em Ambiente, Tecnologia e Sociedade
publisher.none.fl_str_mv Universidade Federal Rural do Semi-Árido
Brasil
UFERSA
Programa de Pós-Graduação em Ambiente, Tecnologia e Sociedade
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reponame_str Repositório Digital da Universidade Federal Rural do Semi-Árido (RDU)
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repository.name.fl_str_mv Repositório Digital da Universidade Federal Rural do Semi-Árido (RDU) - Universidade Federal Rural do Semi-Árido (UFERSA)
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