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Master's Dissertation
DOI
https://doi.org/10.11606/D.8.2022.tde-30092022-120003
Document
Author
Full name
Juliana Gomes de Almeida
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2022
Supervisor
Committee
Kuinghttons, Monica Ferreira Mayrink O' (President)
Costa, Heloisa Brito de Albuquerque
Gregolin, Isadora Valencise
Oliveira, Rosangela Aparecida Dantas de
Title in Portuguese
O uso de jogos digitais e físicos para promover a educação para a cidadania na aula de espanhol
Keywords in Portuguese
Educação para a Cidadania
Ensino de Espanhol
Jogos Digitais e Físicos
Abstract in Portuguese
O objetivo deste estudo é investigar em que medida o uso de jogos digitais e físicos pode favorecer o desenvolvimento de competências relacionadas à educação para a cidadania na aula de espanhol. Fundamentam teoricamente este estudo: a) uma reflexão sobre o ensino e a aprendizagem de língua estrangeira na escola, e especialmente da língua espanhola, norteada pelos seguintes documentos brasileiros: PCN (1998a; 1998b), PNLD (2008), BNCC (2017), CCEM (2021), e as contribuições de Celada (2002; 2021) e Maia González (2009); b) uma discussão acerca da educação para a cidadania, com base nos trabalhos realizados por Cabrera (2000), Gallardo Vázquez (2009), Martins e Mogarro (2010), Unesco (2014; 2015), Conselho da Europa (2016), Comissão Europeia, EACEA e Eurydice (2017/2018), entre outros; c) a compreensão da educação para a cidadania segundo os referenciais brasileiros dos PCN (1998a; 1998b) e da BNCC (2017); d) uma reflexão sobre o conceito de jogo e seu papel no ensino e aprendizagem, partindo das investigações de Vigotski (1930/2007), Huizinga (1938/2000), Winnicott (1953/1975a; 1967/1975c; 1968/1975b), Silva (1999; 2012; 2020), Salen (2013/2014), Eugenio (2017/2020b; 2020a; 2021); Marczewski (2020), entre outros. A pesquisa é de natureza qualitativa e a postura metodológica adotada é a da pesquisa-ação (Thiollent, 2009; Aranda, 2011). O estudo foi desenvolvido em uma escola particular de São Paulo e envolveu a participação da professora-pesquisadora e de 17 alunos de 7º ano do Ensino Fundamental II. Os dados analisados correspondem aos registros dos alunos feitos nas atividades realizadas durante a aplicação de 1 jogo físico e 1 jogo híbrido (físico e digital) e nos questionários que responderam após a sua participação nesses jogos. A interpretação dos dados apontou que os jogos contribuíram para o desenvolvimento da educação para a cidadania no que se refere a três grandes áreas de competências: interagir com os outros de forma eficaz e construtiva, pensar de forma crítica e atuar de maneira socialmente responsável.
Title in English
The use of digital and physical games to promote citizenship education in Spanish classes
Keywords in English
Citizenship Education
Digital and Physical Games
Spanish Language Teaching
Abstract in English
This study aims at investigating to what extent the use of digital and physical games can favor the development of competences related to citizenship education in Spanish classes. This study is grounded on: a) a reflection upon foreign language teaching and learning, especially Spanish, at school, based on the following Brazilian documents: Parâmetros Curriculares Nacionais - PCN (1998a; 1998b) - the Brazilian National Curriculum Parameters, Programa Nacional do Livro Didático - PNLD (2008) - the Brazilian National Textbook Program, The Brazilian National Common Core Curriculum - BNCC (2017) - The High School Municipal Curriculum - CCEM (2021), and the contributions of Celada (2002; 2021) and Maia González (2009); b) a discussion about citizenship education, based on the work carried out by Cabrera (2000), Gallardo Vázquez (2009), Martins and Mogarro (2010), Unesco (2014; 2015), Council of Europe (2016), the European Commission, EACEA and Eurydice (2017/2018), among others; c) the concept of citizenship education according to the Brazilian references of the PCN (1998a; 1998b) and the BNCC (2017); d) a reflection on the concept of game and its role in teaching and learning grounded on investigations by Vygotsky (1930/2007), Huizinga (1938/2000), Winnicott (1953/1975a; 1967/1975c; 1968/1975b); Silva (1999; 2012; 2020), Salen (2013/2014), Eugenio (2017/2020b; 2020a; 2021), Marczewski (2020), among others. This is a qualitative research that uses action research as its methodology (Thiollent, 2009; Aranda, 2011). The study was developed in a private school in the city of São Paulo, Brazil, and involved the participation of the teacher-researcher and 17 students in the 7th grade of Ensino Fundamental II (the second part of Elementary School in Brazil). The analyzed data correspond to records the students made while doing activities carried out during the application of 1 physical game and 1 hybrid game (physical and digital) as well as their answers for questionnaires that were applied after their participation in these games. Data analysis showed that the games contributed to the development of citizenship education in terms of three major areas of competences: interacting with others in an effective and constructive way; thinking critically; and acting in a socially responsible manner.
 
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Publishing Date
2022-09-30
 
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