<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0104-4060</journal-id>
<journal-title><![CDATA[Educar em Revista]]></journal-title>
<abbrev-journal-title><![CDATA[Educ. Rev.]]></abbrev-journal-title>
<issn>0104-4060</issn>
<publisher>
<publisher-name><![CDATA[Setor de Educação da Universidade Federal do Paraná]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0104-40602020000100607</article-id>
<article-id pub-id-type="doi">10.1590/0104-4060.76125</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Formação de professores na cultura digital por meio da gamificação]]></article-title>
<article-title xml:lang="en"><![CDATA[Teacher training in digital culture through gamification]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Pimentel]]></surname>
<given-names><![CDATA[Fernando Silvio Cavalcante]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Nunes]]></surname>
<given-names><![CDATA[Andréa Karla Ferreira]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Sales Júnior]]></surname>
<given-names><![CDATA[Valdick Barbosa De]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade Federal de Alagoas  ]]></institution>
<addr-line><![CDATA[Maceió Alagoas]]></addr-line>
<country>Brasil</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade Tiradentes  ]]></institution>
<addr-line><![CDATA[Aracaju Sergipe]]></addr-line>
<country>Brasil</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Faculdade da Cidade de Maceió  ]]></institution>
<addr-line><![CDATA[Maceió Alagoas]]></addr-line>
<country>Brasil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2020</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2020</year>
</pub-date>
<volume>36</volume>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S0104-40602020000100607&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S0104-40602020000100607&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S0104-40602020000100607&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO O contexto da cultura digital implica num redimensionamento da formação docente, tendo em vista as especificidades das competências digitais necessárias para o desenvolvimento de uma educação de qualidade e que atenda as questões da atualidade. Neste sentido surge a questão: como a formação docente por meio da gamificação possibilita um novo olhar sobre a docência? Este artigo apresenta o resultado de uma investigação empírica, de cunho qualitativa e na perspectiva da intervenção pedagógica, que teve como objetivo analisar como a formação docente utilizando a estratégia da gamificação possibilita a compreensão do fazer docente. A disciplina gamificada, e foco desta investigação, é ofertada em cursos de licenciatura e se enquadra no rol de disciplina do contexto pedagógico. Como instrumentos de coleta de dados foram utilizados a observação participativa e um questionário. A análise ocorre a partir da categorização e confrontação teórica. Os resultados indicam que a gamificação da disciplina permitiu aos participantes compreender a amplitude da ação docente, não se limitando ao espaço físico da sala de aula, com a apropriação de metodologias diversas.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT The context of digital culture implies a re-dimensioning of teacher training, in view of the specificities of digital competences necessary for the development of a quality education and that addresses current issues. In this sense, the question arises: how does teacher training through gamification enable a new look at teaching? This article presents the result of an empirical investigation, of a qualitative nature and from the perspective of pedagogical intervention, which aimed to analyzing how teacher training using the gamification strategy enables the understanding of teaching practice. The gamified subject, and the focus of this investigation, is offered in undergraduate courses and fits into the list of subjects in the pedagogical context. As data collection instruments, participatory observation and a questionnaire were used. The analysis occurs from the categorization and theoretical confrontation. The results indicate that the gamification of the subject allowed the participants to understand the scope of the teaching action, not being limited to the physical space of the classroom, with the appropriation of different methodologies.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Educação]]></kwd>
<kwd lng="pt"><![CDATA[Formação de professores]]></kwd>
<kwd lng="pt"><![CDATA[Gamificação]]></kwd>
<kwd lng="pt"><![CDATA[Cultura digital]]></kwd>
<kwd lng="en"><![CDATA[Education]]></kwd>
<kwd lng="en"><![CDATA[Teacher training]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="en"><![CDATA[Digital Culture]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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