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Revista e-Curriculum

versión On-line ISSN 1809-3876

Resumen

LIMA, Marcio Roberto de. When the digital game affects relationships:. e-Curriculum [online]. 2023, vol.21, e56990.  Epub 15-Dic-2023. ISSN 1809-3876.  https://doi.org/10.23925/1809-3876.2023v21e56990.

The objective of this paper was to map associations, actions and consequences of the incorporation of a game in Physics classes with the theme of Electrostatics. Empirical data were produced from observations of the teaching-learning process and contributions from 93 High School students who interacted with the game AmPets. This corpus was worked on in the IraMuTeQ software, which processed two Similitude Analyzes which were interpreted based on the theoretical-methodological foundations of the Actor-Network Theory and digital games. It was inferred that the agencies triggered by AmPets expressed an educational-formative performativity that allowed thinking of the game as a mediator that mobilizes teachers, students, knowledge, electronic media, among others, establishing a pedagogical reality that favored the situated understanding of a topic of curricular interest and its relationships with the world.

Palabras clave : digital game; mediation; teaching-learning; IraMuTeQ; Actor-Network Theory.

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