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vol.25 número59  suppl.2Diseño de Objetos de Aprendizaje adaptados para cuatro estilos de aprender: un estudio de casoMúltiplas faces da infância na contemporaneidade: consumos, práticas e pertencimentos na cultura digital índice de autoresíndice de materiabúsqueda de artículos
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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.

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