O que dizem os periódicos sobre o uso dos videogames na escola

Detalhes bibliográficos
Autor(a) principal: Lisboa, Thiago Felipe Maia
Data de Publicação: 2016
Tipo de documento: Trabalho de conclusão de curso
Idioma: por
Título da fonte: Repositório Institucional da UFRN
Texto Completo: https://repositorio.ufrn.br/handle/123456789/47951
Resumo: The present study had as objective to make a survey of the academic production in Portuguese language regarding the use of videogames in the school context. In order to analyze such data the methodological process used consists of a qualitative methodology of the exploratory document type. Data collection was carried out from September to October 2016 exclusively through the internet on the websites of the journals classified as A1, A2, B1 and B2 (Qualis) because they present, in a general way, works of greater relevance in the area of evaluation of Education Physical. According to the inclusion processes (being from area 21 and being in portuguese), 11 (eleven) journals were selected. The term listed for the research was: Game, this due to the fact of covering several nomenclatures used to refer to electronic games and because it is a radical with several linguistic variations that are pertinent to the searches, such as exergame, video game , videogame, videogame and encompass all these possibilities, as well as the use of the full search scope, of this title, passing through keywords, author, abstract, indexed text and full text, increasing the exploratory universe of the searches in order to obtain the largest amount of relevant information and studies that could enhance and collaborate with the theoretical discussions. We found 307 results for the searches, after the search the first criterion for the filtering of the material to be studied was the reading of the title, where were selected for the reading the summaries of those that had links with the theme worked, being selected studies that worked under the didactic-pedagogical perspective or from the perspective of the experimentation of different activities, in this third stage of the content filtering, 35 abstracts of works that presented the use of the videogame were read. However, only 11 papers were chosen to be read in full due to their affinity with the subject matter. To our disappointment, only 2 studies presented direct relations with the researched topic, which may be considered little in relation to the studies that relate the games to the adherence to training and health programs. The selected studies share the idea that it is up to the teacher to approach the reality of the students and to bring these elements into the context of the classroom, understanding them and making them observe the possibilities that technology provides by awakening them to what there are behind-the-scenes games that deserve attention because they raise critical questions about the use of games in the educational context, problematizing the teacher's need to know what his students consume.
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spelling Lisboa, Thiago Felipe MaiaAraújo, Allyson Carvalho deSousa, Dandara Queiroga de OliveiraTinôco, Rafael de GóisAraújo, Allyson Carvalho de2016-12-20T17:19:16Z2022-06-15T11:39:57Z2016-12-20T17:19:16Z2022-06-15T11:39:57Z2016-12-022016088621LISBOA, Thiago Felipe Maia. O que dizem os periódicos sobre o uso dos videogames na escola. 2016. 41f. Trabalho de Conclusão de Curso (Graduação em Educação Física)-Departamento de Educação Física, Universidade Federal do Rio Grande do Norte, Natal, RN, 2016.https://repositorio.ufrn.br/handle/123456789/47951The present study had as objective to make a survey of the academic production in Portuguese language regarding the use of videogames in the school context. In order to analyze such data the methodological process used consists of a qualitative methodology of the exploratory document type. Data collection was carried out from September to October 2016 exclusively through the internet on the websites of the journals classified as A1, A2, B1 and B2 (Qualis) because they present, in a general way, works of greater relevance in the area of evaluation of Education Physical. According to the inclusion processes (being from area 21 and being in portuguese), 11 (eleven) journals were selected. The term listed for the research was: Game, this due to the fact of covering several nomenclatures used to refer to electronic games and because it is a radical with several linguistic variations that are pertinent to the searches, such as exergame, video game , videogame, videogame and encompass all these possibilities, as well as the use of the full search scope, of this title, passing through keywords, author, abstract, indexed text and full text, increasing the exploratory universe of the searches in order to obtain the largest amount of relevant information and studies that could enhance and collaborate with the theoretical discussions. We found 307 results for the searches, after the search the first criterion for the filtering of the material to be studied was the reading of the title, where were selected for the reading the summaries of those that had links with the theme worked, being selected studies that worked under the didactic-pedagogical perspective or from the perspective of the experimentation of different activities, in this third stage of the content filtering, 35 abstracts of works that presented the use of the videogame were read. However, only 11 papers were chosen to be read in full due to their affinity with the subject matter. To our disappointment, only 2 studies presented direct relations with the researched topic, which may be considered little in relation to the studies that relate the games to the adherence to training and health programs. The selected studies share the idea that it is up to the teacher to approach the reality of the students and to bring these elements into the context of the classroom, understanding them and making them observe the possibilities that technology provides by awakening them to what there are behind-the-scenes games that deserve attention because they raise critical questions about the use of games in the educational context, problematizing the teacher's need to know what his students consume.O presente estudo teve como objetivo fazer um levantamento da produção acadêmica em língua portuguesa no tocante a utilização dos videogames no contexto escolar. Para analisar tais dados o processo metodológico utilizado consta de uma metodologia qualitativa do tipo documental exploratória. O levantamento dos dados foi realizado no período de setembro a outubro de 2016 exclusivamente pela internet nos sites das revistas classificadas com estratos A1, A2, B1 e B2 (Qualis) por apresentarem de maneira geral, trabalhos de maior relevância na área de avaliação da Educação Física. Os termos de inclusão foram: ser da área 21 e ser em português. O termo elencado para as pesquisas foi: Game, este devido ao fato de abarcar diversas nomenclaturas utilizadas para se referir sobre jogos eletrônicos e por se tratar de um radical com várias variações linguísticas que são pertinentes às buscas, tais como: exergame, vídeo-game, vídeo game, videogame e abarcar todas essas possibilidades, assim como a utilização do escopo de busca completo, deste título, passando por palavras-chave, autor, resumo, textos indexados e texto completo, aumentando o universo exploratório das buscas a fim de obter o maior número de informações relevantes e estudos que pudessem engrandecer e colaborar com as discussões teóricas. Ao pesquisar o termo game Foram encontrados 307 resultados, o primeiro critério para a filtragem do material a ser estudado foi a leitura do título, onde foram selecionados para a leitura os resumos (segundo critério) aqueles que tivessem ligações com a temática trabalhada, sendo selecionados estudos que trabalhassem sob a perspectiva didático-pedagógica ou sob a ótica da experimentação de diferentes atividades, foram lidos 35 resumos de trabalhos que apresentassem o uso do videogame. Todavia, somente 11 trabalhos foram escolhidos para serem lidos na íntegra por apresentar afinidade com a temática em questão. Para nosso desapontamento somente dois estudos apresentaram relações diretas com a temática pesquisada envolvendo os videogames e a escola, o que pode se considerar pouco diante dos estudos encontrados que relacionam os games com a adesão a programas de treinamento e saúde. Os estudos selecionados comungam na idéia de que cabe ao professor aproximar-se da realidade dos alunos e trazer tais elementos para o contexto da sala de aula, os compreendendo e fazendo com que observem as possibilidades que a tecnologia proporciona fazendo com que despertem para o que há por trás do que jogam de forma crítica.Universidade Federal do Rio Grande do NorteUFRNBrasilEducação FísicaVideogameEscolaPeriódicosVideogameSchoolScientific journalsO que dizem os periódicos sobre o uso dos videogames na escolainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da UFRNinstname:Universidade Federal do Rio Grande do Norte (UFRN)instacron:UFRNTEXTDizemperiódicosvideogames_2016_Trabalho de Conclusão de Curso.txtExtracted texttext/plain84738https://repositorio.ufrn.br/bitstream/123456789/47951/1/Dizemperi%c3%b3dicosvideogames_2016_Trabalho%20de%20Conclus%c3%a3o%20de%20Curso.txt05efb2f1f4b3f8db168661d348ebcaddMD51Dizemperiódicosvideogames_Lisboa_2016.txtExtracted texttext/plain84738https://repositorio.ufrn.br/bitstream/123456789/47951/2/Dizemperi%c3%b3dicosvideogames_Lisboa_2016.txt05efb2f1f4b3f8db168661d348ebcaddMD52ORIGINALDizemperiódicosvideogames_Lisboa_2016Texto Completoapplication/pdf664093https://repositorio.ufrn.br/bitstream/123456789/47951/3/Dizemperi%c3%b3dicosvideogames_Lisboa_2016119dcf604cacda39a437b1df01ba759cMD53LICENSElicense.txttext/plain756https://repositorio.ufrn.br/bitstream/123456789/47951/4/license.txta80a9cda2756d355b388cc443c3d8a43MD54123456789/479512022-09-21 16:03:17.268oai:https://repositorio.ufrn.br:123456789/47951PGNlbnRlcj48c3Ryb25nPlVOSVZFUlNJREFERSBGRURFUkFMIERPIFJJTyBHUkFOREUgRE8gTk9SVEU8L3N0cm9uZz48L2NlbnRlcj4KPGNlbnRlcj48c3Ryb25nPkJJQkxJT1RFQ0EgRElHSVRBTCBERSBNT05PR1JBRklBUzwvc3Ryb25nPjwvY2VudGVyPgoKPGNlbnRlcj5UZXJtbyBkZSBBdXRvcml6YcOnw6NvIHBhcmEgZGlzcG9uaWJpbGl6YcOnw6NvIGRlIE1vbm9ncmFmaWFzIGRlIEdyYWR1YcOnw6NvIGUgRXNwZWNpYWxpemHDp8OjbyBuYSBCaWJsaW90ZWNhIERpZ2l0YWwgZGUgTW9ub2dyYWZpYXMgKEJETSk8L2NlbnRlcj4KCk5hIHF1YWxpZGFkZSBkZSB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvciBkYSBtb25vZ3JhZmlhLCBhdXRvcml6byBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRvIFJpbyBHcmFuZGUgZG8gTm9ydGUgKFVGUk4pIGEgZGlzcG9uaWJpbGl6YXIgYXRyYXbDqXMgZGEgQmlibGlvdGVjYSBEaWdpdGFsIGRlIE1vbm9ncmFmaWFzIGRhIFVGUk4sIHNlbSByZXNzYXJjaW1lbnRvIGRvcyBkaXJlaXRvcyBhdXRvcmFpcywgZGUgYWNvcmRvIGNvbSBhIExlaSBuwrAgOTYxMC85OCwgbyB0ZXh0byBpbnRlZ3JhbCBkYSBvYnJhIHN1Ym1ldGlkYSBwYXJhIGZpbnMgZGUgbGVpdHVyYSwgaW1wcmVzc8OjbyBlL291IGRvd25sb2FkLCBhIHTDrXR1bG8gZGUgZGl2dWxnYcOnw6NvIGRhIHByb2R1w6fDo28gY2llbnTDrWZpY2EgYnJhc2lsZWlyYSwgYSBwYXJ0aXIgZGEgZGF0YSBkZXN0YSBzdWJtaXNzw6NvLiAKRepositório de PublicaçõesPUBhttp://repositorio.ufrn.br/oai/opendoar:2022-09-21T19:03:17Repositório Institucional da UFRN - Universidade Federal do Rio Grande do Norte (UFRN)false
dc.title.pr_BR.fl_str_mv O que dizem os periódicos sobre o uso dos videogames na escola
title O que dizem os periódicos sobre o uso dos videogames na escola
spellingShingle O que dizem os periódicos sobre o uso dos videogames na escola
Lisboa, Thiago Felipe Maia
Videogame
Escola
Periódicos
Videogame
School
Scientific journals
title_short O que dizem os periódicos sobre o uso dos videogames na escola
title_full O que dizem os periódicos sobre o uso dos videogames na escola
title_fullStr O que dizem os periódicos sobre o uso dos videogames na escola
title_full_unstemmed O que dizem os periódicos sobre o uso dos videogames na escola
title_sort O que dizem os periódicos sobre o uso dos videogames na escola
author Lisboa, Thiago Felipe Maia
author_facet Lisboa, Thiago Felipe Maia
author_role author
dc.contributor.referees1.none.fl_str_mv Araújo, Allyson Carvalho de
dc.contributor.referees2.none.fl_str_mv Sousa, Dandara Queiroga de Oliveira
dc.contributor.referees3.none.fl_str_mv Tinôco, Rafael de Góis
dc.contributor.author.fl_str_mv Lisboa, Thiago Felipe Maia
dc.contributor.advisor1.fl_str_mv Araújo, Allyson Carvalho de
contributor_str_mv Araújo, Allyson Carvalho de
dc.subject.pr_BR.fl_str_mv Videogame
Escola
Periódicos
Videogame
School
Scientific journals
topic Videogame
Escola
Periódicos
Videogame
School
Scientific journals
description The present study had as objective to make a survey of the academic production in Portuguese language regarding the use of videogames in the school context. In order to analyze such data the methodological process used consists of a qualitative methodology of the exploratory document type. Data collection was carried out from September to October 2016 exclusively through the internet on the websites of the journals classified as A1, A2, B1 and B2 (Qualis) because they present, in a general way, works of greater relevance in the area of evaluation of Education Physical. According to the inclusion processes (being from area 21 and being in portuguese), 11 (eleven) journals were selected. The term listed for the research was: Game, this due to the fact of covering several nomenclatures used to refer to electronic games and because it is a radical with several linguistic variations that are pertinent to the searches, such as exergame, video game , videogame, videogame and encompass all these possibilities, as well as the use of the full search scope, of this title, passing through keywords, author, abstract, indexed text and full text, increasing the exploratory universe of the searches in order to obtain the largest amount of relevant information and studies that could enhance and collaborate with the theoretical discussions. We found 307 results for the searches, after the search the first criterion for the filtering of the material to be studied was the reading of the title, where were selected for the reading the summaries of those that had links with the theme worked, being selected studies that worked under the didactic-pedagogical perspective or from the perspective of the experimentation of different activities, in this third stage of the content filtering, 35 abstracts of works that presented the use of the videogame were read. However, only 11 papers were chosen to be read in full due to their affinity with the subject matter. To our disappointment, only 2 studies presented direct relations with the researched topic, which may be considered little in relation to the studies that relate the games to the adherence to training and health programs. The selected studies share the idea that it is up to the teacher to approach the reality of the students and to bring these elements into the context of the classroom, understanding them and making them observe the possibilities that technology provides by awakening them to what there are behind-the-scenes games that deserve attention because they raise critical questions about the use of games in the educational context, problematizing the teacher's need to know what his students consume.
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2022-06-15T11:39:57Z
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2022-06-15T11:39:57Z
dc.date.issued.fl_str_mv 2016-12-02
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dc.identifier.citation.fl_str_mv LISBOA, Thiago Felipe Maia. O que dizem os periódicos sobre o uso dos videogames na escola. 2016. 41f. Trabalho de Conclusão de Curso (Graduação em Educação Física)-Departamento de Educação Física, Universidade Federal do Rio Grande do Norte, Natal, RN, 2016.
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identifier_str_mv 2016088621
LISBOA, Thiago Felipe Maia. O que dizem os periódicos sobre o uso dos videogames na escola. 2016. 41f. Trabalho de Conclusão de Curso (Graduação em Educação Física)-Departamento de Educação Física, Universidade Federal do Rio Grande do Norte, Natal, RN, 2016.
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