Descobrindo os jogos tradicionais: jogo da memória digital como dinamizador de conhecimento na educação física escolar

Detalhes bibliográficos
Ano de defesa: 2022
Autor(a) principal: Barasuol, Eduardo
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Santa Maria
Brasil
Educação Física
UFSM
Programa de Pós-Graduação em Educação Física
Centro de Educação Física e Desportos
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: http://repositorio.ufsm.br/handle/1/24085
Resumo: This research arised and developed from the question: how can the digital game become a pedagogical tool for the teaching and learning of traditional games (TGs) in school Physical Education? This question permeate the researcher’s concerns during his academic trajectory in thinking about possibilities in the propagation of games, as well as the relevance of constructing methodological resources for the practice and use of Traditional Games in the education linked to Information and Communication Technologies (ICTs). Thus, as the general objective, we propose: to develop a digital memory game that thematize and dynamize the traditional games played in Rio Grande do Sul (RS) as pedagogical tool for school Physical Education. And more specifically: a) Identify the traditional games that should be included in the digital memory game; b) Describe the process used in the idealization, construction, testing and adaptation of the digital memory game; c) Perform initial experiment of digital memory game with students and teachers in the Physical Education classes in basic education in Santa Maria. The methodological way was developed in two steps: (1) Exploratory phase: linking theoretical and practical axes, there was a bibliographic survey about the TGs and digital games, interrelated by production of a pilot digital memory game; (2) Fieldwork: subdivided into 4 fundamental phases: a) design; b) planning; c) implementation and d) testing and adaptation. The d step was took place by means of focal group and questionnaires. The creation and the development of digital memory game and informative site were carried out from a multidisciplinary work, involving knowledge in the areas of Physical Education, computing and design, which formed the final product entitled “Traditional Games Memory”. As a pedagogical tool, it contributes significantly to school Physical Education by enabling: a) know the traditional games that take part in the culture of RS and, in that way, take part in the culture of the students, supporting the construction of the individual and collective subject; b) make the cultural diversity represented in the TGs visible; c) deepen knowledge through the memory game, which allows you to visualize the places in the state where the TGs are predominantly experienced, their descriptions, the ways to practice them, illustrative images and videos and the bibliographic source that supported the present information; d) free and open access; e) inclusion of the traditional game as knowledge of school Physical Education; f) encouraging the experience of the games and the construction of materials; and, fundamentally, g) further expand the fun, fascination power, diversity, sociability and knowledge provided by TGs in the school Physical Education and at school.