Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos
Autor(a) principal: | |
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Data de Publicação: | 2014 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Repositório Institucional da UNESP |
Texto Completo: | http://hdl.handle.net/11449/108693 |
Resumo: | The traditional direction of knowledge transmission from older people to younger ones has been changing the paradigms of family education and schools. This is corroborated by several authors, who claim that literacy is no longer exclusive of school, but can also happen outside it with the use of new technologies. Physical Education also feels these symptoms in the process of virtualization of society, however, still slowly and with difficulties in breaking the tradition of exclusive use of the procedural dimension, entering into the attitudinal and conceptual dimensions. This study focuses on the conceptual dimension of school Physical Education, since its objective was the creation of a 3D digital educational game, which deals with the historical and mythological origins of the Olympic and Athletic Games. The construction of this software was based upon the discussions about the presence of new technologies in Education and Physical Education, besides taking into account game theories in general and specifically digital games with educational objectives. Historical aspects of the Olympic Games in Ancient Greece were surveyed for the approach and reproduction in the phases of the proposed game: the Olympia. The production – made by a multi-disciplinary team from Metrocamp/Ibmec Faculties – had financial support from CNPq, thus opening the possibility of hiring modeling and programming companies to complement the game structure. This manufacturing was based on engine Irrlicht, thus opening possibilities of launching the game for Linux and Windows, among others, in low operational capacity computers, which are present in the majority of data processing labs in the Brazilian public schools. A digital pilot game is presented containing one phase: the race, together with questions to be answered by the students on the concepts offered. A second phase, from a total of four, has already begun - the javelin – but has not yet been concluded.... |
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Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicosPhysical education and training - Study and teachingEducação física - Estudo e ensinoVideo gamesEnsino - Meios auxiliaresJogos eletronicosJogos por computadorJogos da internetSoftware - DesenvolvimentoTecnologia educacionalOlimpiadasThe traditional direction of knowledge transmission from older people to younger ones has been changing the paradigms of family education and schools. This is corroborated by several authors, who claim that literacy is no longer exclusive of school, but can also happen outside it with the use of new technologies. Physical Education also feels these symptoms in the process of virtualization of society, however, still slowly and with difficulties in breaking the tradition of exclusive use of the procedural dimension, entering into the attitudinal and conceptual dimensions. This study focuses on the conceptual dimension of school Physical Education, since its objective was the creation of a 3D digital educational game, which deals with the historical and mythological origins of the Olympic and Athletic Games. The construction of this software was based upon the discussions about the presence of new technologies in Education and Physical Education, besides taking into account game theories in general and specifically digital games with educational objectives. Historical aspects of the Olympic Games in Ancient Greece were surveyed for the approach and reproduction in the phases of the proposed game: the Olympia. The production – made by a multi-disciplinary team from Metrocamp/Ibmec Faculties – had financial support from CNPq, thus opening the possibility of hiring modeling and programming companies to complement the game structure. This manufacturing was based on engine Irrlicht, thus opening possibilities of launching the game for Linux and Windows, among others, in low operational capacity computers, which are present in the majority of data processing labs in the Brazilian public schools. A digital pilot game is presented containing one phase: the race, together with questions to be answered by the students on the concepts offered. A second phase, from a total of four, has already begun - the javelin – but has not yet been concluded....A direção tradicional de transmissão de conhecimento dos mais velhos para os mais novos vem mudando os paradigmas da educação familiar e das escolas. Isso é corroborado por diversos autores que afirmam ser a alfabetização algo não exclusivo apenas da escola, podendo também acontecer com o uso das novas tecnologias. A Educação Física sente sintomas nesse processo de virtualização da sociedade, porém, ainda com lentidão e com dificuldades em romper a tradição do uso exclusivo da dimensão procedimental, adentrando para as dimensões atitudinal e conceitual. Este estudo foca na dimensão conceitual da Educação Física escolar, pois seu objetivo foi a criação e avaliação de um jogo digital educacional em 3D, que trata da origem histórico-mitológica dos Jogos Olímpicos e do Atletismo. A criação desse software foi embasada em discussões sobre a presença das novas tecnologias na Educação e na Educação Física, além de abordar as teorias do jogo, no geral, e sobre os jogos digitais com fins educacionais, em particular. Foram levantados aspectos históricos dos Jogos Olímpicos na Grécia Antiga para abordagem e reprodução nas fases do jogo proposto: o Olympia. A construção realizada por uma equipe multidisciplinar da Metrocamp/Ibmec Faculdades, contou com auxílio financeiro do CNPq, abrindo a possibilidade de contratação de empresas de modelagem e programação para complementação da estrutura do game. Essa construção foi realizada em cima da engine Irr licht, abrindo possibilidades em lançar o jogo para Linux, Windows, entre outros, em máquinas de pequena capacidade operacional, fato presente na maioria dos laboratórios de informática das escolas públicas brasileiras. Apresenta-se um jogo digital piloto, contendo uma fase: a corrida, junto com questões a serem respondidas pelos alunos sobre os conceitos oferecidos. Foi iniciada também uma segunda fase, de um total de quatro, o lançamento de dardo,...Universidade Estadual Paulista (Unesp)Darido, Suraya Cristina [UNESP]Universidade Estadual Paulista (Unesp)Franco, Laercio Claro Pereira [UNESP]2014-08-13T14:50:52Z2014-08-13T14:50:52Z2014-02-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis168 f. : gráfs., il.application/pdfFRANCO, Laercio Claro Pereira. Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos. 2014. 168 f. Tese - (doutorado) - Universidade Estadual Paulista, Instituto de Biociências de Rio Claro, 2014.http://hdl.handle.net/11449/108693000764275000764275.pdf33004137066P5Alephreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPporinfo:eu-repo/semantics/openAccess2024-01-15T06:24:41Zoai:repositorio.unesp.br:11449/108693Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T23:04:58.625194Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false |
dc.title.none.fl_str_mv |
Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos |
title |
Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos |
spellingShingle |
Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos Franco, Laercio Claro Pereira [UNESP] Physical education and training - Study and teaching Educação física - Estudo e ensino Video games Ensino - Meios auxiliares Jogos eletronicos Jogos por computador Jogos da internet Software - Desenvolvimento Tecnologia educacional Olimpiadas |
title_short |
Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos |
title_full |
Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos |
title_fullStr |
Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos |
title_full_unstemmed |
Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos |
title_sort |
Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos |
author |
Franco, Laercio Claro Pereira [UNESP] |
author_facet |
Franco, Laercio Claro Pereira [UNESP] |
author_role |
author |
dc.contributor.none.fl_str_mv |
Darido, Suraya Cristina [UNESP] Universidade Estadual Paulista (Unesp) |
dc.contributor.author.fl_str_mv |
Franco, Laercio Claro Pereira [UNESP] |
dc.subject.por.fl_str_mv |
Physical education and training - Study and teaching Educação física - Estudo e ensino Video games Ensino - Meios auxiliares Jogos eletronicos Jogos por computador Jogos da internet Software - Desenvolvimento Tecnologia educacional Olimpiadas |
topic |
Physical education and training - Study and teaching Educação física - Estudo e ensino Video games Ensino - Meios auxiliares Jogos eletronicos Jogos por computador Jogos da internet Software - Desenvolvimento Tecnologia educacional Olimpiadas |
description |
The traditional direction of knowledge transmission from older people to younger ones has been changing the paradigms of family education and schools. This is corroborated by several authors, who claim that literacy is no longer exclusive of school, but can also happen outside it with the use of new technologies. Physical Education also feels these symptoms in the process of virtualization of society, however, still slowly and with difficulties in breaking the tradition of exclusive use of the procedural dimension, entering into the attitudinal and conceptual dimensions. This study focuses on the conceptual dimension of school Physical Education, since its objective was the creation of a 3D digital educational game, which deals with the historical and mythological origins of the Olympic and Athletic Games. The construction of this software was based upon the discussions about the presence of new technologies in Education and Physical Education, besides taking into account game theories in general and specifically digital games with educational objectives. Historical aspects of the Olympic Games in Ancient Greece were surveyed for the approach and reproduction in the phases of the proposed game: the Olympia. The production – made by a multi-disciplinary team from Metrocamp/Ibmec Faculties – had financial support from CNPq, thus opening the possibility of hiring modeling and programming companies to complement the game structure. This manufacturing was based on engine Irrlicht, thus opening possibilities of launching the game for Linux and Windows, among others, in low operational capacity computers, which are present in the majority of data processing labs in the Brazilian public schools. A digital pilot game is presented containing one phase: the race, together with questions to be answered by the students on the concepts offered. A second phase, from a total of four, has already begun - the javelin – but has not yet been concluded.... |
publishDate |
2014 |
dc.date.none.fl_str_mv |
2014-08-13T14:50:52Z 2014-08-13T14:50:52Z 2014-02-07 |
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 |
FRANCO, Laercio Claro Pereira. Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos. 2014. 168 f. Tese - (doutorado) - Universidade Estadual Paulista, Instituto de Biociências de Rio Claro, 2014. http://hdl.handle.net/11449/108693 000764275 000764275.pdf 33004137066P5 |
identifier_str_mv |
FRANCO, Laercio Claro Pereira. Jogos digitais educacionais nas aulas de Educação Física: Olympia, um videogame sobre os jogos olímpicos. 2014. 168 f. Tese - (doutorado) - Universidade Estadual Paulista, Instituto de Biociências de Rio Claro, 2014. 000764275 000764275.pdf 33004137066P5 |
url |
http://hdl.handle.net/11449/108693 |
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 |
168 f. : gráfs., il. application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Estadual Paulista (Unesp) |
publisher.none.fl_str_mv |
Universidade Estadual Paulista (Unesp) |
dc.source.none.fl_str_mv |
Aleph reponame:Repositório Institucional da UNESP instname:Universidade Estadual Paulista (UNESP) instacron:UNESP |
instname_str |
Universidade Estadual Paulista (UNESP) |
instacron_str |
UNESP |
institution |
UNESP |
reponame_str |
Repositório Institucional da UNESP |
collection |
Repositório Institucional da UNESP |
repository.name.fl_str_mv |
Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP) |
repository.mail.fl_str_mv |
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1808129488079290368 |