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Revista de Educação Pública

Print version ISSN 0104-5962On-line version ISSN 2238-2097

Abstract

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.

Keywords : Digital Technologies; Invention; Collaboration; Gamebook.

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