<?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>2177-6210</journal-id>
<journal-title><![CDATA[Educação UNISINOS]]></journal-title>
<abbrev-journal-title><![CDATA[Educação. Unisinos]]></abbrev-journal-title>
<issn>2177-6210</issn>
<publisher>
<publisher-name><![CDATA[Universidade do Vale do Rio dos Sinos]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2177-62102018000200214</article-id>
<article-id pub-id-type="doi">10.4013/edu.2018.222.11</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Habilidades cognitivas e o uso de jogos digitais na escola: a percep&#231;&#227;o das crian&#231;as]]></article-title>
<article-title xml:lang="en"><![CDATA[Cognitive skills and the use of digital games in school: The perception of children]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ramos]]></surname>
<given-names><![CDATA[Daniela Karine]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Anastácio]]></surname>
<given-names><![CDATA[Bruna Santana]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade Federal de Santa Catarina  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Brazil</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade Federal de Santa Catarina  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2018</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2018</year>
</pub-date>
<volume>22</volume>
<numero>2</numero>
<fpage>214</fpage>
<lpage>223</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S2177-62102018000200214&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S2177-62102018000200214&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S2177-62102018000200214&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo:  Este trabalho tem o objetivo de discutir as contribui&#231;&#245;es do uso de jogos digitais no contexto escolar para o aprimoramento das habilidades cognitivas, partindo da percep&#231;&#227;o das crian&#231;as e do referencial te&#243;rico sobre os jogos digitais e a cogni&#231;&#227;o. Para tanto, realizou-se um estudo explorat&#243;rio e descritivo, orientado por uma abordagem qualitativa, sobre uma experi&#234;ncia desenvolvida com duas turmas do ensino fundamental, envolvendo aproximadamente 50 crian&#231;as com idades entre 7 e 9 anos e utilizando os jogos da Escola do C&#233;rebro, a qual integra jogos digitais para o exerc&#237;cio das habilidades cognitivas. Os resultados indicaram que as crian&#231;as conseguem identificar as principais habilidades exercitadas na intera&#231;&#227;o com os jogos digitais, destacando-se a resolu&#231;&#227;o de problemas, o controle inibit&#243;rio, a aten&#231;&#227;o e a mem&#243;ria, bem como reconhecem contribui&#231;&#245;es &#224; aprendizagem.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract:  This work aims at discussing the contributions of the use of digital games in the school context for the improvement of cognitive skills, considering the perception of children and the theoretical framework about digital games and cognition. For that, an exploratory and descriptive study was conducted, guided by a qualitative approach about an experience developed with two classes of Elementary School, involving approximately 50 children between the ages of 7 and 9 and using the Games of the Brain School, which integrate digital games for the exercise of cognitive abilities. The results indicated that children can identify the main abilities exercised in the interaction with digital games, highlighting problem-solving, inhibitory control, attention, and memory, as well as recognize contributions for learning.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Jogos Digitais]]></kwd>
<kwd lng="pt"><![CDATA[Habilidades Cognitivas]]></kwd>
<kwd lng="pt"><![CDATA[Aprendizagem]]></kwd>
<kwd lng="pt"><![CDATA[Educação]]></kwd>
<kwd lng="en"><![CDATA[Digital Games]]></kwd>
<kwd lng="en"><![CDATA[Cognitive Skills]]></kwd>
<kwd lng="en"><![CDATA[Learning]]></kwd>
<kwd lng="en"><![CDATA[Education]]></kwd>
</kwd-group>
</article-meta>
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