<?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>1984-7114</journal-id>
<journal-title><![CDATA[Contrapontos]]></journal-title>
<abbrev-journal-title><![CDATA[Contrapontos]]></abbrev-journal-title>
<issn>1984-7114</issn>
<publisher>
<publisher-name><![CDATA[Univali]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1984-71142012000100009</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Jogos eletrônicos e aprendizagem: o que as crianças e os jovens têm a dizer?]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Cruz]]></surname>
<given-names><![CDATA[Dulce Márcia]]></given-names>
</name>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ramos]]></surname>
<given-names><![CDATA[Daniela Karine]]></given-names>
</name>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Albuquerque]]></surname>
<given-names><![CDATA[Rafael Marques de]]></given-names>
</name>
</contrib>
</contrib-group>
<aff id="A09">
<institution><![CDATA[,Universidade Federal de Santa Catarina  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>04</month>
<year>2012</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>04</month>
<year>2012</year>
</pub-date>
<volume>12</volume>
<numero>01</numero>
<fpage>87</fpage>
<lpage>96</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1984-71142012000100009&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1984-71142012000100009&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1984-71142012000100009&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Este artigo apresenta os resultados de uma pesquisa exploratória feita com estudantes de escolas de Santa Catarina, com o objetivo de conhecer suas opiniões e ideias sobre jogos eletrônicos e o que aprendem por meio deles. Os resultados mostraram que os estudantes acreditam que aprendem muito e a maioria gostaria de jogar como atividade escolar. Entre os que não gostariam de jogar na escola, encontramos a ideia de que o espaço escolar não é lugar de diversão, mas de estudo. Pelas respostas sobre o que aprendem, identificamos as habilidades contidas na tipologia de conteúdos de aprendizagem (factuais, conceituais, procedimentais e atitudinais). Concluímos que a pesquisa mostrou uma aceitação dos jogos eletrônicos e reforçou seu potencial para a aprendizagem. Sua inclusão na escola, pautada num planejamento que privilegie a mediação pedagógica, poderia orientar as vivências que os jovens já têm com os jogos eletrônicos ao trabalhar uma perspectiva mais crítica e reflexiva dessa experiência.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[This article presents the results of an exploratory study carried out with school students in Santa Catarina, Brazil, seeking to find out their opinions and ideas about electronic games, and what they learn through them. The results showed that the students believe they learn a lot from these games and would like them to be included as a school activity. Among those who said they would not like to play electronic games in school, we find the idea that the school is not a place for fun, but for study. From the answers on what they learn through these games, we identify the skills contained in the typology of learning content (factual, conceptual, procedural and attitudinal). We conclude that the survey shows an acceptance of electronic games and their potential for learning. Their inclusion in the school, based on a planning that prioritizes mediation, could guide the experiences that young people already have with electronic games, seeking to promote a more critical and reflective view of this experience.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Jogo Eletrônico]]></kwd>
<kwd lng="pt"><![CDATA[Escola]]></kwd>
<kwd lng="pt"><![CDATA[Aprendizagem]]></kwd>
<kwd lng="en"><![CDATA[Digital Games]]></kwd>
<kwd lng="en"><![CDATA[School]]></kwd>
<kwd lng="en"><![CDATA[Learning]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[ <font face="Arial, Helvetica, sans-serif"> <h2>Jogos eletr&ocirc;nicos e aprendizagem:  o que as crian&ccedil;as e os jovens t&ecirc;m a dizer?</h2> <h3>Electronic games and learning: what do children and young people say on  the subject?</h3>     <p>&nbsp;</p> <h4>Dulce M&aacute;rcia Cruz, Daniela  Karine Ramos, Rafael Marques de Albuquerque    <br> </h4> </font>      ]]></body><back>
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</article>
