Games: contexto cultural e curricular juvenil

Detalhes bibliográficos
Autor(a) principal: Moita, Filomena Maria Gonçalves da Silva Cordeiro
Data de Publicação: 2006
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UFPB
Texto Completo: https://repositorio.ufpb.br/jspui/handle/tede/4957
Resumo: The thesis analyses the underlying curriculum in the games, that is, the kowledge production, skills, competence, values, attitudes and behaviours, which are provided by these artifacts, by youngsters who attend game stores (LAN Houses) in the cities of João Pessoa/ Brazil and Lisbon / Portugal. A very intensive dialogue was maintained with authors who reflect on this subject, among them, Greenfield (1988,1996), Turkle (1995/1997), Aarseth (2005), Burnham (1998), Macedo (2005), Lima JR.(2005), Alves (2005) and with two groups of players ( five Brazilian and five Portuguese). With no intention of data generalization, the interviews and the observations accomplished in the LAN Houses were conducted by the case study guidelines (BOGDAN and BIKLEN, 1994), with an outstanding exploratory choice for being actuallly a new study, with the possibility of contributing for a new theory systematization. In this sense, for the critical analysis of the collected data, the investigation was aided by the analysis and interpretation instrument of Grounded Theory s methodological and instrumental procedures as a complement, specially due to its commitment with the theory (STRAUSS and CORBIN, 1990/1998; TURNER, PIDGEON;BLOCKLEY,1991). The research reveals that the games while natural space of leisure or part of an authoritative curriculum, elucidates better the interest areas and learning process of young people.The collected data allowed the identification that the game context provides a learning environment, a craftsmanship , a cultural context here cultural understood as a new technological view which is related to all social scopes where the new goodfellowships and identities are made and remade, respecting pluralities and singularities a curriculum design environment open, autonomous, concerned with the playful aspects, the pleasure, the subjective, the simulation. Once these youngsters are involved by the games and in their relationships with the partners, knowledge takes place. Such characteristics will establish and warrant a new curriculum expression not related to knowledge present in the school curriculum, but with a curriculum within the communication and information technological culture and, in this specific case here researched, the game context. Hence, this research pointed out that this knowledge basis is, in fact, a cultural juvenile curriculum. In this sense, we are convinced to understand in a much amplified spectrum of the education process and the games itself. Its logic and attractive motivation should be understood as an innovation possibility, a way to ballast the ample and large space of study for youth education process
id UFPB_dd18ea07958ce3990ebfadafe83fa853
oai_identifier_str oai:repositorio.ufpb.br:tede/4957
network_acronym_str UFPB
network_name_str Biblioteca Digital de Teses e Dissertações da UFPB
repository_id_str
spelling Games: contexto cultural e curricular juvenilEducaçãoCurrículoCurrículo culturalGamesEducação da juventudeEducationCurriculumCultural curriculumCIENCIAS HUMANAS::EDUCACAOThe thesis analyses the underlying curriculum in the games, that is, the kowledge production, skills, competence, values, attitudes and behaviours, which are provided by these artifacts, by youngsters who attend game stores (LAN Houses) in the cities of João Pessoa/ Brazil and Lisbon / Portugal. A very intensive dialogue was maintained with authors who reflect on this subject, among them, Greenfield (1988,1996), Turkle (1995/1997), Aarseth (2005), Burnham (1998), Macedo (2005), Lima JR.(2005), Alves (2005) and with two groups of players ( five Brazilian and five Portuguese). With no intention of data generalization, the interviews and the observations accomplished in the LAN Houses were conducted by the case study guidelines (BOGDAN and BIKLEN, 1994), with an outstanding exploratory choice for being actuallly a new study, with the possibility of contributing for a new theory systematization. In this sense, for the critical analysis of the collected data, the investigation was aided by the analysis and interpretation instrument of Grounded Theory s methodological and instrumental procedures as a complement, specially due to its commitment with the theory (STRAUSS and CORBIN, 1990/1998; TURNER, PIDGEON;BLOCKLEY,1991). The research reveals that the games while natural space of leisure or part of an authoritative curriculum, elucidates better the interest areas and learning process of young people.The collected data allowed the identification that the game context provides a learning environment, a craftsmanship , a cultural context here cultural understood as a new technological view which is related to all social scopes where the new goodfellowships and identities are made and remade, respecting pluralities and singularities a curriculum design environment open, autonomous, concerned with the playful aspects, the pleasure, the subjective, the simulation. Once these youngsters are involved by the games and in their relationships with the partners, knowledge takes place. Such characteristics will establish and warrant a new curriculum expression not related to knowledge present in the school curriculum, but with a curriculum within the communication and information technological culture and, in this specific case here researched, the game context. Hence, this research pointed out that this knowledge basis is, in fact, a cultural juvenile curriculum. In this sense, we are convinced to understand in a much amplified spectrum of the education process and the games itself. Its logic and attractive motivation should be understood as an innovation possibility, a way to ballast the ample and large space of study for youth education processCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESA tese analisa o currículo implícito nos games, ou seja, a produção de saberes, habilidades, competências, valores, atitudes e comportamentos, mediatizados por esses artefatos, por jovens que freqüentam ambientes dos games (LAN Houses) nas cidades de João Pessoa / Brasil e Lisboa/ Portugal. Foi estabelecido amplo diálogo com autores que refletem sobre essa questão, entre eles, Greenfield (1988,1996), Turkle (1995/1997), Aarseth (2005), Burnham (1998), Macedo (2005), Lima JR.(2005), Alves (2005) e com dois grupos de jogadores (cinco brasileiros e cinco portugueses). Sem a pretensão de generalização dos dados, a escuta dos entrevistados e as observações nos ambientes das LAN Houses foram conduzidas pelas diretrizes do estudo de caso (BOGDAN E BIKLEN, 1994), com uma forte escolha exploratória por ser um estudo realmente novo, com a possibilidade de contribuir para a sistematização de uma nova teoria. Nesse sentido, para a análise crítica dos dados coletados, a investigação foi subsidiada pelo instrumento de análise e interpretação dos procedimentos metodológicos e instrumentais da Grounded Theory - como complementação, inclusive, pela sua especificidade de também ter compromisso com a teorização (STRAUSS e CORBIN, 1990/1998; TURNER, PIDGEON ; BLOCKLEY, 1991). Os dados coletados permitiram a identificação de que o contexto dos games possibilita um espaço de aprendizagens, de bricolagens , um contexto cultural - entendendo aqui o cultural, dentro de uma nova visão tecnológica que perpassa todos os âmbitos sociais onde se fazem e refazem novas sociabilidades e identidades, respeitando-se pluralidades e singularidades - um espaço de construção de currículo - aberto, autônomo, que tem a ver com o lúdico, o prazer, o subjetivo, a simulação. Onde, mediados pelos games e nas relações com seus pares, aqueles jovens jogadores dão sentido a essa estrutura outra, que é conhecimento forçosamente, mas na instância do saber. Tais características vão se estabelecer e justificar uma nova expressão curricular que não tem a ver com conhecimentos do currículo escolar, mas com um currículo dentro da cultura da tecnologia da comunicação e informação e, neste caso específico aqui investigado, o contexto dos games. Por tudo isso, a investigação apontou que esse lastro de saberes constitui-se num currículo cultural juvenil.Universidade Federal da Paraí­baBREducaçãoPrograma de Pós-Graduação em EducaçãoUFPBScocuglia, Afonso Celsohttp://lattes.cnpq.br/0207215501662942Moita, Filomena Maria Gonçalves da Silva Cordeiro2015-05-07T15:10:08Z2018-07-20T23:55:29Z2009-09-292018-07-20T23:55:29Z2006-09-22info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisapplication/pdfMOITA, Filomena Maria Gonçalves da Silva Cordeiro. education; curriculum; cultura curriculum;. 2006. 173 f. Tese (Doutorado em Educação) - Universidade Federal da Paraí­ba, João Pessoa, 2006.https://repositorio.ufpb.br/jspui/handle/tede/4957porinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UFPBinstname:Universidade Federal da Paraíba (UFPB)instacron:UFPB2018-09-06T01:50:15Zoai:repositorio.ufpb.br:tede/4957Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufpb.br/PUBhttp://tede.biblioteca.ufpb.br:8080/oai/requestdiretoria@ufpb.br|| diretoria@ufpb.bropendoar:2018-09-06T01:50:15Biblioteca Digital de Teses e Dissertações da UFPB - Universidade Federal da Paraíba (UFPB)false
dc.title.none.fl_str_mv Games: contexto cultural e curricular juvenil
title Games: contexto cultural e curricular juvenil
spellingShingle Games: contexto cultural e curricular juvenil
Moita, Filomena Maria Gonçalves da Silva Cordeiro
Educação
Currículo
Currículo cultural
Games
Educação da juventude
Education
Curriculum
Cultural curriculum
CIENCIAS HUMANAS::EDUCACAO
title_short Games: contexto cultural e curricular juvenil
title_full Games: contexto cultural e curricular juvenil
title_fullStr Games: contexto cultural e curricular juvenil
title_full_unstemmed Games: contexto cultural e curricular juvenil
title_sort Games: contexto cultural e curricular juvenil
author Moita, Filomena Maria Gonçalves da Silva Cordeiro
author_facet Moita, Filomena Maria Gonçalves da Silva Cordeiro
author_role author
dc.contributor.none.fl_str_mv Scocuglia, Afonso Celso
http://lattes.cnpq.br/0207215501662942
dc.contributor.author.fl_str_mv Moita, Filomena Maria Gonçalves da Silva Cordeiro
dc.subject.por.fl_str_mv Educação
Currículo
Currículo cultural
Games
Educação da juventude
Education
Curriculum
Cultural curriculum
CIENCIAS HUMANAS::EDUCACAO
topic Educação
Currículo
Currículo cultural
Games
Educação da juventude
Education
Curriculum
Cultural curriculum
CIENCIAS HUMANAS::EDUCACAO
description The thesis analyses the underlying curriculum in the games, that is, the kowledge production, skills, competence, values, attitudes and behaviours, which are provided by these artifacts, by youngsters who attend game stores (LAN Houses) in the cities of João Pessoa/ Brazil and Lisbon / Portugal. A very intensive dialogue was maintained with authors who reflect on this subject, among them, Greenfield (1988,1996), Turkle (1995/1997), Aarseth (2005), Burnham (1998), Macedo (2005), Lima JR.(2005), Alves (2005) and with two groups of players ( five Brazilian and five Portuguese). With no intention of data generalization, the interviews and the observations accomplished in the LAN Houses were conducted by the case study guidelines (BOGDAN and BIKLEN, 1994), with an outstanding exploratory choice for being actuallly a new study, with the possibility of contributing for a new theory systematization. In this sense, for the critical analysis of the collected data, the investigation was aided by the analysis and interpretation instrument of Grounded Theory s methodological and instrumental procedures as a complement, specially due to its commitment with the theory (STRAUSS and CORBIN, 1990/1998; TURNER, PIDGEON;BLOCKLEY,1991). The research reveals that the games while natural space of leisure or part of an authoritative curriculum, elucidates better the interest areas and learning process of young people.The collected data allowed the identification that the game context provides a learning environment, a craftsmanship , a cultural context here cultural understood as a new technological view which is related to all social scopes where the new goodfellowships and identities are made and remade, respecting pluralities and singularities a curriculum design environment open, autonomous, concerned with the playful aspects, the pleasure, the subjective, the simulation. Once these youngsters are involved by the games and in their relationships with the partners, knowledge takes place. Such characteristics will establish and warrant a new curriculum expression not related to knowledge present in the school curriculum, but with a curriculum within the communication and information technological culture and, in this specific case here researched, the game context. Hence, this research pointed out that this knowledge basis is, in fact, a cultural juvenile curriculum. In this sense, we are convinced to understand in a much amplified spectrum of the education process and the games itself. Its logic and attractive motivation should be understood as an innovation possibility, a way to ballast the ample and large space of study for youth education process
publishDate 2006
dc.date.none.fl_str_mv 2006-09-22
2009-09-29
2015-05-07T15:10:08Z
2018-07-20T23:55:29Z
2018-07-20T23:55:29Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv MOITA, Filomena Maria Gonçalves da Silva Cordeiro. education; curriculum; cultura curriculum;. 2006. 173 f. Tese (Doutorado em Educação) - Universidade Federal da Paraí­ba, João Pessoa, 2006.
https://repositorio.ufpb.br/jspui/handle/tede/4957
identifier_str_mv MOITA, Filomena Maria Gonçalves da Silva Cordeiro. education; curriculum; cultura curriculum;. 2006. 173 f. Tese (Doutorado em Educação) - Universidade Federal da Paraí­ba, João Pessoa, 2006.
url https://repositorio.ufpb.br/jspui/handle/tede/4957
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal da Paraí­ba
BR
Educação
Programa de Pós-Graduação em Educação
UFPB
publisher.none.fl_str_mv Universidade Federal da Paraí­ba
BR
Educação
Programa de Pós-Graduação em Educação
UFPB
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações da UFPB
instname:Universidade Federal da Paraíba (UFPB)
instacron:UFPB
instname_str Universidade Federal da Paraíba (UFPB)
instacron_str UFPB
institution UFPB
reponame_str Biblioteca Digital de Teses e Dissertações da UFPB
collection Biblioteca Digital de Teses e Dissertações da UFPB
repository.name.fl_str_mv Biblioteca Digital de Teses e Dissertações da UFPB - Universidade Federal da Paraíba (UFPB)
repository.mail.fl_str_mv diretoria@ufpb.br|| diretoria@ufpb.br
_version_ 1801842857773891584