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Abstract(s)
A proliferação dos meios de entretenimento digitais é inegável. Num curto
espaço de tempo – cerca de quinze anos – os videojogos passaram de uma
atividade praticada apenas pelos verdadeiros apreciadores, muitas vezes
designados de nerds ou geeks, a uma atividade cultivada por todas as faixas
etárias e por todo o tipo de pessoas.
Mas quais as características dos videojogos que implicam tantos
jogadores(as) mundialmente? Será possível tomar partido dessas
características em contexto de ensino formal de forma a motivar e implicar os
alunos? E se sim, como fazer isto?
Estas foram as perguntas que orientaram a minha investigação ao longo do
Mestrado em Educação Visual e Tecnológica no Ensino Básico. Durante os
períodos de estágio curricular, particularmente no decorrer do estágio no 2º
ciclo, procurei pôr em prática metodologias que visaram utilizar conceitos e
estratégias dos videojogos de forma a motivar e implicar os alunos.
The digital entertainment media proliferation is undeniable. In a short amount of time – about fifteen years – Videogames went from an activity that was only practiced by the true lovers of gaming, often described as nerds or geeks, to an activity cultivated by people of all genders, races, types and ages. But what are videogaming´s characteristics that are able to implicate so many gamers worldwide? Is it possible to use those characteristics in a formal teaching environment in order to motivate and involve students? And if so, how to do it? These were the questions that guided my research throughout the MA in Education. During the curricular internships time frame, particularly amidst the 2nd cycle of education internship, I sought to use methodologies that were keen on utilizing concepts and strategies of videogaming in a way that would motivate and implicate students.
The digital entertainment media proliferation is undeniable. In a short amount of time – about fifteen years – Videogames went from an activity that was only practiced by the true lovers of gaming, often described as nerds or geeks, to an activity cultivated by people of all genders, races, types and ages. But what are videogaming´s characteristics that are able to implicate so many gamers worldwide? Is it possible to use those characteristics in a formal teaching environment in order to motivate and involve students? And if so, how to do it? These were the questions that guided my research throughout the MA in Education. During the curricular internships time frame, particularly amidst the 2nd cycle of education internship, I sought to use methodologies that were keen on utilizing concepts and strategies of videogaming in a way that would motivate and implicate students.
Description
Keywords
Videojogos Gamification Prática educativa Educação artística Videogames Educational practice Art education
Citation
Publisher
Instituto Politécnico do Porto. Escola Superior de Educação