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Master's Dissertation
DOI
https://doi.org/10.11606/D.27.2009.tde-10082009-105130
Document
Author
Full name
Leandro Key Higuchi Yanaze
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2009
Supervisor
Committee
Felice, Massimo di (President)
Braga, Maria Lucia Santaella
Prado, Gilberto dos Santos
Title in Portuguese
Tecno-pedagogia: os aspectos lúdicos e pedagógicos da comunicação digital
Keywords in Portuguese
Comunicação digital
Ludicidade Pedagogia
Tecno-pedagogia
Tecnologia
Videogame
Abstract in Portuguese
Esta pesquisa se insere nas linhas de investigação do Centro de Pesquisa ATOPOS, da Escola de Comunicação e Artes da Universidade de São Paulo (ECA/USP) sobre os aspectos teóricos das mídias digitais. Explora a interdisciplinaridade da comunicação digital, ressaltando os aspectos lúdicos e pedagógicos presentes na relação dialógica entre o homem e a tecnologia. Para tanto, desenvolve-se a discussão teórica de vários autores que tratam sobre tecnologia, comunicação digital, ludicidade e pedagogia. Contextualiza-se o universo dos videogames descrevendo as diversas gerações, plataformas e interações promovidas pelos diferentes gêneros de jogos. Por fim, é realizada a análise de alguns jogos como forma de sustentar o conceito de tecno-pedagogia proposto por este trabalho.
Title in English
Techno-Pedagogy: the entertainment and educational aspects of digital communication
Keywords in English
Digital communication
Playfulness Pedagogy
Techno-pedagogy
Technology
Videogame
Abstract in English
This research falls within the lines of investigation of the Research Center ATOPOS, from the School of Communication and Arts of the University of Sao Paulo (ECA / USP) on the theoretical aspects of digital media. It explores the interdisciplinarity of digital communication, highlighting the entertainment and educational aspects in the dialogical relationship between man and technology. To this end, it develops a theoretical discussion of several authors who deal on technology, digital communication, leisure and education. It contexts the universe of videogames describing the different generations, platforms and interactions promoted by different genres of games. Finally, it performs the analysis of some games as a way to sustain the concept of "techno-pedagogy" proposed by this work.
 
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Publishing Date
2009-11-10
 
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