Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola

Detalhes bibliográficos
Autor(a) principal: LIMA JÚNIOR, Fernando Rodrigues de
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UFRPE
Texto Completo: http://www.tede2.ufrpe.br:8080/tede2/handle/tede2/8497
Resumo: In this study, we propose to discuss about the problem object: how can knowledge appropriation and identification be understood in the teaching-learning process of adolescents using digital role-playing games (RPG)? For this, in dialogic principles, we base our argument on the epistemological foundations of historical-cultural psychology and lacanian psychoanalysis, without, however, also stealing the dialogue with other areas of scientific knowledge, in order, with our general objective: to understand the appropriation of knowledge and identification in the teaching-learning process of adolescents from the use of digital RPG. Considering this, we begin our work by reflecting the adolescent in his social interfaces with the contemporary, thinking the impacts of the changes of the social bond on such psychic operation, in order to, in the subsequent discussions think the teaching-learning process through the realization of living with digital role playing. The first part of this study has an exhaustively theoreticalconceptual content; in the chapters that compose it, we review the foundations that underlie the comprehension of adolescence in contemporary times, knowledge appropriation, identification and teaching-learning in the school context, as well as propose to study the history of RPG and its digital gameplay, implying them as pedagogical instruments that can enable the approach of the adolescent student to the condition of his desire and to an educational practice that can find and build something about himself. In the second part, based on the qualitative, participatory and interventional field research, we report and analyze the teaching-learning experience from the use of digital RPG with students of the 6th grade of elementary school. The data construction was performed in a regular school, together with the Ethics and Citizenship discipline, through which the group's experience in immersive moments of play in Online Ragnarök®, as well as moments of dialogue about immersion, we established with the studentparticipants the objective of experiencing the game as a teaching-learning instrument of the referred discipline. Our analysis was built from an interactional analytical process, with which we indicate, inferentially, in the communication provided by the interaction between participants and mediator in the experiential moments of immersion and dialogue, processes of knowledge appropriation and identification. Thus, we present an understanding about the object studied, as well as demonstrate the potentiality of the use of digital RPG as teaching-learning tools that enable the subjects of the school practice, especially the students, to experience a unique, playful, recreational and (re)creative, critically implying them in the face of the appropriation of knowledge of their history and their culture from the educational bond they establish with their own object of knowledge, with their peers and with the Other that engenders them.
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spelling PERES, Flávia Mendes de Andrade eBARROS, Paula Cristina Monteiro deSILVA, Emmanuelle Christine Chaves dahttp://lattes.cnpq.br/2378445308939577LIMA JÚNIOR, Fernando Rodrigues de2020-10-02T16:36:29Z2020-01-16LIMA JÚNIOR, Fernando Rodrigues de. Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola. 2020. 221 f. Dissertação (Programa de Pós-Graduação Associado em Educação, Culturas e Identidades) - Universidade Federal Rural de Pernambuco, Recife.http://www.tede2.ufrpe.br:8080/tede2/handle/tede2/8497In this study, we propose to discuss about the problem object: how can knowledge appropriation and identification be understood in the teaching-learning process of adolescents using digital role-playing games (RPG)? For this, in dialogic principles, we base our argument on the epistemological foundations of historical-cultural psychology and lacanian psychoanalysis, without, however, also stealing the dialogue with other areas of scientific knowledge, in order, with our general objective: to understand the appropriation of knowledge and identification in the teaching-learning process of adolescents from the use of digital RPG. Considering this, we begin our work by reflecting the adolescent in his social interfaces with the contemporary, thinking the impacts of the changes of the social bond on such psychic operation, in order to, in the subsequent discussions think the teaching-learning process through the realization of living with digital role playing. The first part of this study has an exhaustively theoreticalconceptual content; in the chapters that compose it, we review the foundations that underlie the comprehension of adolescence in contemporary times, knowledge appropriation, identification and teaching-learning in the school context, as well as propose to study the history of RPG and its digital gameplay, implying them as pedagogical instruments that can enable the approach of the adolescent student to the condition of his desire and to an educational practice that can find and build something about himself. In the second part, based on the qualitative, participatory and interventional field research, we report and analyze the teaching-learning experience from the use of digital RPG with students of the 6th grade of elementary school. The data construction was performed in a regular school, together with the Ethics and Citizenship discipline, through which the group's experience in immersive moments of play in Online Ragnarök®, as well as moments of dialogue about immersion, we established with the studentparticipants the objective of experiencing the game as a teaching-learning instrument of the referred discipline. Our analysis was built from an interactional analytical process, with which we indicate, inferentially, in the communication provided by the interaction between participants and mediator in the experiential moments of immersion and dialogue, processes of knowledge appropriation and identification. Thus, we present an understanding about the object studied, as well as demonstrate the potentiality of the use of digital RPG as teaching-learning tools that enable the subjects of the school practice, especially the students, to experience a unique, playful, recreational and (re)creative, critically implying them in the face of the appropriation of knowledge of their history and their culture from the educational bond they establish with their own object of knowledge, with their peers and with the Other that engenders them.Neste estudo, propomo-nos a dissertar acerca do objeto-problema: como a apropriação de conhecimentos e a identificação podem ser compreendidas no processo de ensino-aprendizagem de adolescentes com o uso de role-playing games (RPG) digitais? Para isso, em princípios dialógicos, embasamos nossa argumentação nos fundamentos epistemológicos da psicologia histórico-cultural e da psicanálise lacaniana, sem, contudo, furtar-nos também o diálogo com outras áreas do saber científico, a fim de, com nosso objetivo geral: compreender a apropriação de conhecimentos e a identificação no processo de ensino-aprendizagem escolar de adolescentes a partir do uso de RPG digital. Considerando isto, iniciamos nosso trabalho refletindo o adolescer em suas interfaces sociais com a contemporaneidade, pensando os impactos das mutações do laço social sobre tal operação psíquica, a fim de, nas discussões subsequentes pensar o processo de ensino-aprendizagem mediante a realização de vivência com RPG digital. A primeira parte deste estudo possui teor exaustivamente teórico-conceitual; nos capítulos que a compõem, revisamos os fundamentos que embasam às compreensões de adolescência na contemporaneidade, apropriação de conhecimentos, identificação e ensino-aprendizagem no contexto escolar, bem como nos propomos a estudar a história dos RPG e sua jogabilidade digital, implicando-os como instrumentos pedagógicos que podem possibilitar a aproximação do estudante adolescente à condição de seu desejo e a uma prática educativa que possa nela encontrar e construir algo de si. Na segunda parte, a partir da pesquisa de campo, de caráter qualitativo, participante e interventivo, relatamos e analisamos vivência de ensino-aprendizagem a partir do uso de RPG digital com estudantes do 6º ano do ensino fundamental. A construção de dados foi realizada em escola regular, junto à disciplina de Ética e Cidadania, através da qual pela vivência do grupo em momentos imersivos de jogo no Ragnarök® Online, bem como momentos de diálogo sobre a imersão, estabelecemos com os estudantes participantes o objetivo de vivenciar o jogo como instrumento de ensino-aprendizagem da referida disciplina. Nossa análise foi construída a partir de um processo analítico interacional, com o qual indicamos, inferencialmente, na comunicação proporcionada pela interação entre participantes e mediador nos momentos vivenciais de imersão e diálogo, processos de apropriação de conhecimentos e de identificação. Dessa forma, apresentamos uma compreensão acerca do objeto estudado, bem como demonstramos a potencialidade do uso dos RPG digitais como instrumentos de ensino-aprendizagem que possibilitam aos sujeitos da prática escolar, especialmente os estudantes, vivenciarem um processo educativo singular, lúdico, recreativo e (re)criativo, implicando-lhes criticamente frente a apropriação dos conhecimentos de sua história e de sua cultura a partir do laço educacional que estabelecem com o próprio objeto de conhecimento, com os pares e com aquele Outro que os engendra.Submitted by Mario BC (mario@bc.ufrpe.br) on 2020-10-02T16:36:28Z No. of bitstreams: 1 Fernando Rodrigues de Lima Junior.pdf: 6118149 bytes, checksum: a21b045318ae061c66ddbbac0ee71d61 (MD5)Made available in DSpace on 2020-10-02T16:36:29Z (GMT). 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dc.title.por.fl_str_mv Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola
title Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola
spellingShingle Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola
LIMA JÚNIOR, Fernando Rodrigues de
Ensino-aprendizagem
Jogo digital
Adolescente
CIENCIAS HUMANAS::EDUCACAO
title_short Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola
title_full Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola
title_fullStr Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola
title_full_unstemmed Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola
title_sort Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola
author LIMA JÚNIOR, Fernando Rodrigues de
author_facet LIMA JÚNIOR, Fernando Rodrigues de
author_role author
dc.contributor.advisor1.fl_str_mv PERES, Flávia Mendes de Andrade e
dc.contributor.referee1.fl_str_mv BARROS, Paula Cristina Monteiro de
dc.contributor.referee2.fl_str_mv SILVA, Emmanuelle Christine Chaves da
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/2378445308939577
dc.contributor.author.fl_str_mv LIMA JÚNIOR, Fernando Rodrigues de
contributor_str_mv PERES, Flávia Mendes de Andrade e
BARROS, Paula Cristina Monteiro de
SILVA, Emmanuelle Christine Chaves da
dc.subject.por.fl_str_mv Ensino-aprendizagem
Jogo digital
Adolescente
topic Ensino-aprendizagem
Jogo digital
Adolescente
CIENCIAS HUMANAS::EDUCACAO
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::EDUCACAO
description In this study, we propose to discuss about the problem object: how can knowledge appropriation and identification be understood in the teaching-learning process of adolescents using digital role-playing games (RPG)? For this, in dialogic principles, we base our argument on the epistemological foundations of historical-cultural psychology and lacanian psychoanalysis, without, however, also stealing the dialogue with other areas of scientific knowledge, in order, with our general objective: to understand the appropriation of knowledge and identification in the teaching-learning process of adolescents from the use of digital RPG. Considering this, we begin our work by reflecting the adolescent in his social interfaces with the contemporary, thinking the impacts of the changes of the social bond on such psychic operation, in order to, in the subsequent discussions think the teaching-learning process through the realization of living with digital role playing. The first part of this study has an exhaustively theoreticalconceptual content; in the chapters that compose it, we review the foundations that underlie the comprehension of adolescence in contemporary times, knowledge appropriation, identification and teaching-learning in the school context, as well as propose to study the history of RPG and its digital gameplay, implying them as pedagogical instruments that can enable the approach of the adolescent student to the condition of his desire and to an educational practice that can find and build something about himself. In the second part, based on the qualitative, participatory and interventional field research, we report and analyze the teaching-learning experience from the use of digital RPG with students of the 6th grade of elementary school. The data construction was performed in a regular school, together with the Ethics and Citizenship discipline, through which the group's experience in immersive moments of play in Online Ragnarök®, as well as moments of dialogue about immersion, we established with the studentparticipants the objective of experiencing the game as a teaching-learning instrument of the referred discipline. Our analysis was built from an interactional analytical process, with which we indicate, inferentially, in the communication provided by the interaction between participants and mediator in the experiential moments of immersion and dialogue, processes of knowledge appropriation and identification. Thus, we present an understanding about the object studied, as well as demonstrate the potentiality of the use of digital RPG as teaching-learning tools that enable the subjects of the school practice, especially the students, to experience a unique, playful, recreational and (re)creative, critically implying them in the face of the appropriation of knowledge of their history and their culture from the educational bond they establish with their own object of knowledge, with their peers and with the Other that engenders them.
publishDate 2020
dc.date.accessioned.fl_str_mv 2020-10-02T16:36:29Z
dc.date.issued.fl_str_mv 2020-01-16
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dc.identifier.citation.fl_str_mv LIMA JÚNIOR, Fernando Rodrigues de. Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola. 2020. 221 f. Dissertação (Programa de Pós-Graduação Associado em Educação, Culturas e Identidades) - Universidade Federal Rural de Pernambuco, Recife.
dc.identifier.uri.fl_str_mv http://www.tede2.ufrpe.br:8080/tede2/handle/tede2/8497
identifier_str_mv LIMA JÚNIOR, Fernando Rodrigues de. Adolescência contemporânea e ensino-aprendizagem através de role-playing game digital : apropriação de conhecimentos e identificação na escola. 2020. 221 f. Dissertação (Programa de Pós-Graduação Associado em Educação, Culturas e Identidades) - Universidade Federal Rural de Pernambuco, Recife.
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