Jogos eletrônicos e o processo educativo de jovens alunos

Detalhes bibliográficos
Autor(a) principal: Soares, Ricardo Dantas
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFS
Texto Completo: http://ri.ufs.br/jspui/handle/riufs/8200
Resumo: It is widely discussed about the role of electronic games in the players’ lives in today's society. We know that they are playful instruments present in the family environment, however, we question if they contribute to the players’ knowledge and learning. Therefore, this work aims to investigate knowledge that players are acquiring while playing. The target audience for analysis is high school students players from a private school in Aracaju. We have identified that the analyzed players claim to learn English vocabulary while they play, although this is not their goal, which facilitate playing games and the reading of texts written in English language. In this question, we enter into other perspectives of learning in games that exceed the learning of the English language, as the educational question. In order to provide a foundation for researching, our theoretical contribution considers the discussions about learning and literacy in games (GEE, 2007a, 2007b, 2005, 2004), education and schooling (ANDREOTTI; SOUZA, 2007) educational practices in games (SQUIRE, 2006) and learning to learn (WIRTH; PERKINS, 2008) for significant forms of learning, among other authors. The methodology is delimited in the studies about qualitative analysis (NEVES, 2006), while the data collection is limited to recorded interviews and written questionnaires. It is possible to perceive, in the context of those involved, learning about school contents issues and, at the same time, educational formations, such as overcoming mood problems, shyness, and ethical social awareness.
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spelling Soares, Ricardo DantasZacchi, Vanderlei José2018-05-18T23:05:57Z2018-05-18T23:05:57Z2018-02-26SOARES, Ricardo Dantas. Jogos eletrônicos e o processo educativo de jovens alunos. 2018. 120 f. Dissertação (Mestrado em Letras) – Universidade Federal de Sergipe, São Cristóvão, SE, 2018.http://ri.ufs.br/jspui/handle/riufs/8200It is widely discussed about the role of electronic games in the players’ lives in today's society. We know that they are playful instruments present in the family environment, however, we question if they contribute to the players’ knowledge and learning. Therefore, this work aims to investigate knowledge that players are acquiring while playing. The target audience for analysis is high school students players from a private school in Aracaju. We have identified that the analyzed players claim to learn English vocabulary while they play, although this is not their goal, which facilitate playing games and the reading of texts written in English language. In this question, we enter into other perspectives of learning in games that exceed the learning of the English language, as the educational question. In order to provide a foundation for researching, our theoretical contribution considers the discussions about learning and literacy in games (GEE, 2007a, 2007b, 2005, 2004), education and schooling (ANDREOTTI; SOUZA, 2007) educational practices in games (SQUIRE, 2006) and learning to learn (WIRTH; PERKINS, 2008) for significant forms of learning, among other authors. The methodology is delimited in the studies about qualitative analysis (NEVES, 2006), while the data collection is limited to recorded interviews and written questionnaires. It is possible to perceive, in the context of those involved, learning about school contents issues and, at the same time, educational formations, such as overcoming mood problems, shyness, and ethical social awareness.Muito se discute sobre o papel dos jogos eletrônicos na vida de jogadores na sociedade atual. Sabemos que são instrumentos lúdicos presentes no ambiente familiar, no entanto, questionamos se eles contribuem para o conhecimento e aprendizagem de jogadores. Por isso, este trabalho tem por objetivo investigar conhecimentos que os jogadores estão adquirindo ao jogar. O público-alvo para análise são jogadores-estudantes do ensino médio de uma escola privada de Aracaju. Identificamos que os jogadores analisados afirmam aprender vocabulários da língua inglesa enquanto jogam, ainda que este não seja seu objetivo, o que lhes facilita as jogadas e a leitura de textos escritos em língua inglesa. Nessa questão, adentramos em outras perspectivas de aprendizagem em jogos que ultrapassagem a aprendizagem da língua inglesa, como a questão educativa. Para dar alicerce à pesquisa, nosso aporte teórico considera as discussões sobre aprendizagem e letramento em jogos (GEE, 2007a, 2007b, 2005, 2004), educação e escolarização (ANDREOTTI; SOUZA, 2007), práticas educativas em jogos (SQUIRE, 2006) e aprendendo a aprender (WIRTH; PERKINS, 2008) para significativas formas de aprendizagem, dentre outros autores. A metodologia abordada está delimitada nos estudos em análise qualitativa (NEVES, 2006), enquanto que o levantamento de dados está circunscrito a entrevistas gravadas e questionários escritos. Podemos perceber, no contexto dos envolvidos, aprendizagens sobre questões de conteúdos escolares e, ao mesmo tempo, formações educativas, como a superação de problemas de humor, timidez, além de conscientização ética e social.São Cristóvão, SEporLíngua inglesaEnsino de língua inglesaJogos eletrônicosEducaçãoÉticaAprendizagem de língua inglesaElectronic gamesLearning english languageEducationEthicLINGUISTICA, LETRAS E ARTESJogos eletrônicos e o processo educativo de jovens alunosinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisPós-Graduação em LetrasUniversidade Federal de Sergipereponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSinfo:eu-repo/semantics/openAccessLICENSElicense.txtlicense.txttext/plain; charset=utf-81475https://ri.ufs.br/jspui/bitstream/riufs/8200/1/license.txt098cbbf65c2c15e1fb2e49c5d306a44cMD51ORIGINALRICARDO_DANTAS_SOARES.pdfRICARDO_DANTAS_SOARES.pdfapplication/pdf1464255https://ri.ufs.br/jspui/bitstream/riufs/8200/2/RICARDO_DANTAS_SOARES.pdf738216a62be18f89d2ef7d05bb8e7e1eMD52TEXTRICARDO_DANTAS_SOARES.pdf.txtRICARDO_DANTAS_SOARES.pdf.txtExtracted texttext/plain308878https://ri.ufs.br/jspui/bitstream/riufs/8200/3/RICARDO_DANTAS_SOARES.pdf.txt24c73523f67343b028eb6706ebac5be5MD53THUMBNAILRICARDO_DANTAS_SOARES.pdf.jpgRICARDO_DANTAS_SOARES.pdf.jpgGenerated Thumbnailimage/jpeg1190https://ri.ufs.br/jspui/bitstream/riufs/8200/4/RICARDO_DANTAS_SOARES.pdf.jpg2d687112015e137bcfc4474565cf4477MD54riufs/82002018-05-18 20:05:58.066oai:ufs.br:riufs/8200TElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvcihlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSDDoCBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIG8gZGlyZWl0byBuw6NvLWV4Y2x1c2l2byBkZSByZXByb2R1emlyIHNldSB0cmFiYWxobyBubyBmb3JtYXRvIGVsZXRyw7RuaWNvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRlIFNlcmdpcGUgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIHNldSB0cmFiYWxobyBwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIHRhbWLDqW0gY29uY29yZGEgcXVlIGEgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBwb2RlIG1hbnRlciBtYWlzIGRlIHVtYSBjw7NwaWEgZGUgc2V1IHRyYWJhbGhvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrLXVwIGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIGRlY2xhcmEgcXVlIHNldSB0cmFiYWxobyDDqSBvcmlnaW5hbCBlIHF1ZSB2b2PDqiB0ZW0gbyBwb2RlciBkZSBjb25jZWRlciBvcyBkaXJlaXRvcyBjb250aWRvcyBuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0bywgcXVlIHNlamEgZGUgc2V1IGNvbmhlY2ltZW50bywgbsOjbyBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gbyB0cmFiYWxobyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiBkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7Dp2EsIGUgcXVlIGVzc2UgbWF0ZXJpYWwgZGUgcHJvcHJpZWRhZGUgZGUgdGVyY2Vpcm9zIGVzdMOhIGNsYXJhbWVudGUgaWRlbnRpZmljYWRvIGUgcmVjb25oZWNpZG8gbm8gdGV4dG8gb3Ugbm8gY29udGXDumRvLgoKQSBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUocykgb3UgbyhzKSBub21lKHMpIGRvKHMpIApkZXRlbnRvcihlcykgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIGRvIHRyYWJhbGhvLCBlIG7Do28gZmFyw6EgcXVhbHF1ZXIgYWx0ZXJhw6fDo28sIGFsw6ltIGRhcXVlbGFzIGNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuIAo=Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2018-05-18T23:05:58Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false
dc.title.pt_BR.fl_str_mv Jogos eletrônicos e o processo educativo de jovens alunos
title Jogos eletrônicos e o processo educativo de jovens alunos
spellingShingle Jogos eletrônicos e o processo educativo de jovens alunos
Soares, Ricardo Dantas
Língua inglesa
Ensino de língua inglesa
Jogos eletrônicos
Educação
Ética
Aprendizagem de língua inglesa
Electronic games
Learning english language
Education
Ethic
LINGUISTICA, LETRAS E ARTES
title_short Jogos eletrônicos e o processo educativo de jovens alunos
title_full Jogos eletrônicos e o processo educativo de jovens alunos
title_fullStr Jogos eletrônicos e o processo educativo de jovens alunos
title_full_unstemmed Jogos eletrônicos e o processo educativo de jovens alunos
title_sort Jogos eletrônicos e o processo educativo de jovens alunos
author Soares, Ricardo Dantas
author_facet Soares, Ricardo Dantas
author_role author
dc.contributor.author.fl_str_mv Soares, Ricardo Dantas
dc.contributor.advisor1.fl_str_mv Zacchi, Vanderlei José
contributor_str_mv Zacchi, Vanderlei José
dc.subject.por.fl_str_mv Língua inglesa
Ensino de língua inglesa
Jogos eletrônicos
Educação
Ética
Aprendizagem de língua inglesa
topic Língua inglesa
Ensino de língua inglesa
Jogos eletrônicos
Educação
Ética
Aprendizagem de língua inglesa
Electronic games
Learning english language
Education
Ethic
LINGUISTICA, LETRAS E ARTES
dc.subject.eng.fl_str_mv Electronic games
Learning english language
Education
Ethic
dc.subject.cnpq.fl_str_mv LINGUISTICA, LETRAS E ARTES
description It is widely discussed about the role of electronic games in the players’ lives in today's society. We know that they are playful instruments present in the family environment, however, we question if they contribute to the players’ knowledge and learning. Therefore, this work aims to investigate knowledge that players are acquiring while playing. The target audience for analysis is high school students players from a private school in Aracaju. We have identified that the analyzed players claim to learn English vocabulary while they play, although this is not their goal, which facilitate playing games and the reading of texts written in English language. In this question, we enter into other perspectives of learning in games that exceed the learning of the English language, as the educational question. In order to provide a foundation for researching, our theoretical contribution considers the discussions about learning and literacy in games (GEE, 2007a, 2007b, 2005, 2004), education and schooling (ANDREOTTI; SOUZA, 2007) educational practices in games (SQUIRE, 2006) and learning to learn (WIRTH; PERKINS, 2008) for significant forms of learning, among other authors. The methodology is delimited in the studies about qualitative analysis (NEVES, 2006), while the data collection is limited to recorded interviews and written questionnaires. It is possible to perceive, in the context of those involved, learning about school contents issues and, at the same time, educational formations, such as overcoming mood problems, shyness, and ethical social awareness.
publishDate 2018
dc.date.accessioned.fl_str_mv 2018-05-18T23:05:57Z
dc.date.available.fl_str_mv 2018-05-18T23:05:57Z
dc.date.issued.fl_str_mv 2018-02-26
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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dc.identifier.citation.fl_str_mv SOARES, Ricardo Dantas. Jogos eletrônicos e o processo educativo de jovens alunos. 2018. 120 f. Dissertação (Mestrado em Letras) – Universidade Federal de Sergipe, São Cristóvão, SE, 2018.
dc.identifier.uri.fl_str_mv http://ri.ufs.br/jspui/handle/riufs/8200
identifier_str_mv SOARES, Ricardo Dantas. Jogos eletrônicos e o processo educativo de jovens alunos. 2018. 120 f. Dissertação (Mestrado em Letras) – Universidade Federal de Sergipe, São Cristóvão, SE, 2018.
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