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Revista de Educação Pública
versión impresa ISSN 0104-5962versión On-line ISSN 2238-2097
Resumen
ALVES, Lynn. Inventive practices for interaction with digital and telematic technologies: case study of the gamebook "Guardiões da Floresta". R. Educ. Públ. [online]. 2016, vol.25, n.59, suppl.2, pp.574-593. ISSN 2238-2097. https://doi.org/10.5965/010459622559n22016574.
Abstract
This paper aims at discussing a technological concept which guides pedagogical practices, by pointing out an uncommon outlook and going beyond an instrumental perspective so as to figure out digital technologies can be learning environments that let students and teachers play the role of actors and authors of a story. In this context, this paper presents the development process of the Gamebook, which followed collaborative research as a methodological model. Children, researchers and specialists participated in the development process from the first research procedures to the results related to the profile of the children that were engaged in the process.
Palabras clave : Digital Technologies; Invention; Collaboration; Gamebook.