Detalhes bibliográficos
Ano de defesa: |
2016 |
Autor(a) principal: |
Silva, Tiago da Mota e
 |
Orientador(a): |
Baitello Junior, Norval |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Dissertação
|
Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Pontifícia Universidade Católica de São Paulo
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Programa de Pós-Graduação: |
Programa de Estudos Pós-Graduados em Comunicação e Semiótica
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Departamento: |
Faculdade de Filosofia, Comunicação, Letras e Artes
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País: |
Brasil
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
https://tede2.pucsp.br/handle/handle/19079
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Resumo: |
This dissertation studies the means of appropriation created by children of ages 6 to 7 of their tablet computers in the educational environment, specifically in the space and time of the classrooms of a private school in the city of São Paulo. For that purpose, the research observed the daily routine of the classrooms aiming to ascertain how the insertion of the apparatus modifies the communicational environment in constitution and which are the characteristics, peculiarities and elements of the referred appropriation. As a result, it was noted that the appropriation is rooted in a profound cultural structure, the structure of play. The children and their use of the apparatus create around themselves magic circles (Huizinga) thanks to efforts of imagination, suspension and transmutation. This ludic structure turns the presence of the tablet into an ambiguous play which, at times, tends to dressage the children to the virtual, and, at times, tends to a resistance performed by the children against its effects. The formation of an entomic imagery and a reduction of corporeity are the main risks of this use. In order to come to these results, the research evokes the conception of Media Theory as formulated by Harry Pross, the concept of iconophagy, as formulated by Norval Baitello Jr., concepts of abstraction and of the apparatus as a toy, by Vilém Flusser, and the understanding of virtuality as developed by Dietmar Kamper. Ivan Bystrina, Johan Huizinga and Roger Caillois are also thinkers evoked because of their work on culture, play and games. Analyzing the tablet computer through the ludic bias, the understanding of the toy as guided by Walter Benjamin is fundamental, as well as the understanding of play as a complex mimetic behavior, as the Historic Anthropology argues |