Finish Him: possibilidades do uso de jogos eletrônicos comerciais como recursos didáticos no ensino de História
Ano de defesa: | 2017 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Minas Gerais
Brasil Programa de Pós-Graduação em Educação e Docência UFMG |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | http://hdl.handle.net/1843/32057 |
Resumo: | This dissertation aims to analyze some aspects of the viability of the use of commercial electronic games as mediating pedagogical resources in the teaching of history. There is already a considerable amount of research on these games, their relation with the cognitive and social profile of contemporary youth and on the pedagogical possibilities found in electronic games. As it is a fully-fledged cultural artifact that generates interest and attraction and still carries with it pedagogical and cognitive potentialities, we realize that commercial electronic play can be an effective mediating element in the teaching of history. The teaching of history necessarily goes through a joint, dialogical construction between the teacher and the student of a narrative. This complex and dialogical relationship demands the expressive use of pedagogical resources, with the function of collaborating in the mediation between the student and the content. The plot of an electronic game is developing according to the actions of the player. This interactivity, coupled with the visual recreation of geographical and historical space, gives electronic game immense potential as a pedagogical resource in the teaching of history. The main objective of this dissertation is to identify positive or negative elements in the use of commercial electronic game as mediating pedagogical resource in the teaching of history. Through the bibliographic review method, we intend to identify and build knowledge about the subject. The second moment of our research is your actual application in the classroom. For that, we outline the ideal method of action research. Data collection will be done along with history students, from the ninth grade of the public elementary school, through seminars and questionnaires, which will be applied within the school environment and during class time. At the end of data collection, these will be analyzed and used to produce two educational products, a scientific dissertation and a weblog, which will include the main positive and negative points of the use of commercial electronic games as mediating pedagogical resources in the teaching of history, aiming To help history teachers who wish to use commercial electronic games in their pedagogical practice. |