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vol.30 número64A INCLUSÃO EDUCACIONAL DOS POVOS INDÍGENAS PELO ENSINO SUPERIOR A DISTÂNCIA: A CONTRIBUIÇÃO DA TECNOLOGIA PARA A DEMOCRATIZAÇÃO DA EDUCAÇÃO(CO)AUTORIA DE RECURSOS EDUCACIONAIS ABERTOS E INOVAÇÃO EDUCACIONAL: CAMINHOS ÉTICO-ESTÉTICOS índice de autoresíndice de assuntospesquisa de artigos
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Revista da FAEEBA: Educação e Contemporaneidade

versão impressa ISSN 0104-7043versão On-line ISSN 2358-0194

Resumo

CRUZ, Dulce Márcia. PLAY, ANALYZE, CREATE GAMES AND REFLECT ON THEIR USE IN PEDAGOGICAL PRACTICES. Revista da FAEEBA: Educação e Contemporaneidade [online]. 2021, vol.30, n.64, pp.158-180.  Epub 19-Mar-2022. ISSN 2358-0194.  https://doi.org/10.21879/faeeba2358-0194.2021.v30.n64.p158-180.

This research investigates methodologies and innovative pedagogical practices in the production and application of the Game Comenius, in situations of formal and informal learning, which lead to training with, on and through the media of undergraduate students and teachers, having the literacies as a guide; design and learning based on digital games and initial and continuing teacher training. The methodology applies Design-Based Research (DBR), in an iterative process of investigation, creation, production and evaluation, with the game being fed back by information from the actors who test it in workshops, the results of which are returned to the design, generating improvements in the prototype to be tested in new training cycles. The production of data during the workshops is done by questionnaires and production of narratives. The results of the production of different game formats and the training of dozens of course participants suggest that it is possible to play, analyze, create games and even reflect on their use in pedagogical practices.

Palavras-chave : digital games; game design; media literacy; teacher training; media.

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