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Master's Dissertation
DOI
https://doi.org/10.11606/D.3.2023.tde-21092023-075328
Document
Author
Full name
Carlos Alberto Paiva
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2023
Supervisor
Committee
Silveira, Regina Melo (President)
Stiubiener, Itana
Tourinho Filho, Hugo
Title in Portuguese
Jogos digitais de entretenimento e aprendizagem: framework aplicado em Game Based Learning, a partir da classificação de jogos, elementos cognitivos e a teoria das inteligências múltiplas.
Keywords in Portuguese
Classificação de jogos digitais
Elementos cognitivos de aprendizagem
Inteligência lógico-matemática
Jogos digitais de entretenimento
Teoria das inteligências múltiplas
Abstract in Portuguese
Existem hoje inúmeros trabalhos que abordam o uso de jogos digitais de forma pedagógica. Esses trabalhos utilizam diversas metodologias, algumas centradas no uso de jogos educacionais (desenvolvidos exclusivamente para esse fim), serious games, outras ainda centradas no uso de jogos não educacionais, criados com a finalidade apenas de entretenimento. Embora seja uma mídia largamente utilizada, são incipientes os estudos que relacionem jogos de entretenimento, metodologias e disciplinas, cujo foco seja fornecer um mapeamento que possa direcionar docentes quanto ao uso desses recursos. Marc Prensky (2012), João Mattar (2010), Lúcia Santaella (2008), Cristiano Tonéis (2017), Celso Antunes (2002), Vicente Mastrocolla (2014), Boller e Kapp (2018) apresentam trabalhos norteadores na área das inteligências múltiplas e da aprendizagem baseada em jogos. Este trabalho de pesquisa tem como objetivo apresentar um framework que relaciona os elementos cognitivos de aprendizado, a classificação e o uso dos jogos digitais de entretenimento e as inteligências múltiplas de Gardner e, em específico, o desenvolvimento da Inteligência Lógica-Matemática. Esta pesquisa acadêmica ambiciona oferecer dados, que possam nortear professores que intencionam utilizar jogos digitais e aprendizagem baseada em jogos, em seu trabalho docente.
Title in English
Digital entertainment games and learning: framework applied in game based learning, from the classification of games, cognitive elements and the theory of multiple intelligences
Keywords in English
Classification of digital games
Cognitive elements of learning
Logical mathematical intelligence, Digital entertainment games
Theory of multiple intelligences
Abstract in English
There are today countless works that approach the use of digital games pedagogically. Those works use diversified methodologies, some focused on educational games (developed exclusively for this purpose), serious games, others still focused on the use of non-educational games, created just for entertainment. Although it is a widely used media, studies that relate entertainment games, methodologies and disciplines are incipient, whose focus is to provide a mapping that will guide teachers as to the use of these resources. Marc Prensky (2012), João Mattar (2010), Lúcia Santaella (2008), Cristiano Tonéis (2017), Celso Antunes (2002), Vicente Mastrocolla (2014), Boller and Kapp (2018) present guiding works in the area of multiple intelligences and gamebased learning. This study work intends to present a framework that relates the cognitive elements of learning, the classification and use of digital entertainment games and as Gardner's multiple intelligences and specifically, the development of Logical-Mathematical Intelligence. This academic research aims to offer data, which will guide teachers who intend to use digital games and game-based learning, in their teaching work.
 
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Publishing Date
2023-09-22
 
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