Jogos digitais do museu game ciência: um olhar no passado para divulgação científica no presente

Detalhes bibliográficos
Ano de defesa: 2024
Autor(a) principal: SOUSA, Gabriel Felipe Serra de lattes
Orientador(a): COSTA, Hawbertt Rocha lattes
Banca de defesa: COSTA, Hawbertt Rocha lattes, ARANHA, Carolina Pereira lattes, ALVES, Lynn Rosalina Gama lattes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal do Maranhão
Programa de Pós-Graduação: PROGRAMA DE PÓS-GRADUAÇÃO EM ENSINO DE CIÊNCIAS E MATEMÁTICA/CCET
Departamento: DEPARTAMENTO DE QUÍMICA/CCET
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tedebc.ufma.br/jspui/handle/tede/5807
Resumo: Museums are powerful spaces for the development of scientific research, consolidation, and the constitution of Scientific Dissemination. In this scenario, the scientific approach goes through stages of recontextualization that try to shape knowledge to be understood by different audiences. It is in this context that the need arose to look at the pedagogical discourse of the digital games of the Game Science Museum in the city of Bacabal, Maranhão, to characterize scientific knowledge and break down the boundaries that separate knowledge, hegemonies, and inequalities, guiding us from the research question: what sociocultural and historical knowledge can the pedagogical discourse of the digital games of the Game Science Museum provide to strengthen museum activities? Thus, the general objective of this theoretical investigation is to analyze the pedagogical discourse of the digital games of the Game Science Museum to strengthen Scientific Dissemination in the face of the sociocultural dimension. The research is qualitative, of the documentary and bibliographic type, which has as its corpus scientific and opinion articles and the games Mick and Mack: Global Gladiators and Rex Ronan: Experimental Surgeon. We use content analysis to systematize the data and the theorization of Basil Bernstein's Theory of Pedagogical Discourse (1996) to understand how language, social relations, and power act in the recontextualization of the pedagogical discourse of the research objects. Three categories were constructed for the study: Health Contexts, Socio-ecological Contexts, and Pedagogical Contexts. As a result, the games present an elaborated code, classification, and strong framing, pointing to a visible pedagogy that does not relate the problematization of the themes to other areas of knowledge, in which they still discipline the content of environmental education in a pragmatic way in Global Gladiators and biologize the theme of smoking in Rex Ronan. Sociocultural and historical contexts demonstrate that the development of these games occurred to meet corporate perspectives, consolidating the silencing of social, political, and economic issues involving different social groups, which can act as agents in environmental and health work in their communities. We consider that this research presented necessary and essential information that helps to think about and plan museum activities at MGC to make the public's experience more immersive, plural, and inclusive, also strengthening the training of teachers and mediators in the domain of games as an educational resource.