<?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>S1984-71142017000400761</article-id>
<article-id pub-id-type="doi">10.14210/contrapontos.v17n4.p761-773</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[JOGOS DIGITAIS E SUPERDOTAÇÃO: UM ESTUDO COMPARATIVO]]></article-title>
<article-title xml:lang="en"><![CDATA[DIGITAL GAMES AND GIFTEDNESS: A COMPARATIVE STUDY]]></article-title>
<article-title xml:lang="es"><![CDATA[JUEGOS DIGITALES Y SUPERDOTACIÓN: UN ESTUDIO COMPARATIVO]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Pedro]]></surname>
<given-names><![CDATA[Ketilin Mayra]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Chacon]]></surname>
<given-names><![CDATA[Miguel Claudio Moriel]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade do Sagrado Coraçã Centro de Ciências Humanas ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Brazil</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade Estadual Paulista Departamento de Educação Especial ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2017</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2017</year>
</pub-date>
<volume>17</volume>
<numero>4</numero>
<fpage>761</fpage>
<lpage>773</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1984-71142017000400761&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1984-71142017000400761&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1984-71142017000400761&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo: Os jogos digitais s&#227;o considerados a atividade preferida de crian&#231;as e jovens, uma vez que estes possibilitam a intera&#231;&#227;o com realidades virtuais e podem ser jogados por meio de qualquer dispositivo conectado na internet. Nessa perspectiva, o objetivo deste estudo foi verificar a maneira como estudantes com e sem comportamento superdotado interagem com jogos on-line. Trata-se de uma pesquisa comparativa que contou com a participa&#231;&#227;o de 18 estudantes, do Ensino Fundamental, que foram divididos em dois grupos, sendo o G1 composto com estudantes superdotados e o G2 por estudantes sem essa caracter&#237;stica. Todos os participantes realizaram uma atividade sobre jogos on-line, as a&#231;&#245;es dos estudantes foram analisadas com base na literatura da &#225;rea e classificadas em tr&#234;s categorias: Desconhecimento, Tentativa e Erro e Consciente. Verificamos que tanto estudantes com e sem superdota&#231;&#227;o utilizaram os jogos digitais e softwares de uma maneira intuitiva, explorando-os pela &#8220;tentativa e erro&#8221; e sem intencionalidade. A utiliza&#231;&#227;o de jogos digitais no contexto educativo promove maior motiva&#231;&#227;o e interesse na realiza&#231;&#227;o das atividades. Compreendemos que a ado&#231;&#227;o de jogos digitais no contexto educativo beneficiar&#225; a educa&#231;&#227;o, uma vez que esses jogos se aproximam das prefer&#234;ncias e das caracter&#237;sticas dos nativos digitais e podem ter impactos positivos na aprendizagem de todos os estudantes, independentemente de suas especificidades. ]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract: Digital games are considered the preferred activity of children and young people, as they enable interaction with virtual realities and can be played through any device connected to the internet. From this perspective, the objective of this study was to verify the way students with and without giftedness interact with online games. This is a comparative research involving the participation of 18 students from an elementary school, who were divided into two groups, G1 was composed of gifted students and G2 was composed of students without this characteristic. All the participants performed an online gaming activity. The students&#8217; actions were analyzed, based on the literature in the area and classified into three categories: Lack of Knowledge, Trial and Error, and Awareness. We found that both gifted and non-gifted students used digital games and software in an intuitive way, exploiting them by &#8220;trial and error&#8221;, unintentionally. The use of digital games in the educational context promotes greater motivation and interest in carrying out the activities. We understand that the adoption of digital games in the educational context will benefit education, since these games are in line with the preferences and characteristics of digital natives, and can have positive impacts on the learning of all students, regardless of their special characteristics.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen: Los juegos digitales se consideran la actividad preferida de ni&#241;os y j&#243;venes, ya que posibilitan la interacci&#243;n con realidades virtuales y pueden ser jugados a trav&#233;s de cualquier dispositivo conectado a Internet. En esta perspectiva, el objetivo de este estudio fue verificar la manera en la que los estudiantes con y sin comportamiento superdotado interact&#250;an con juegos digitales. Se trata de una investigaci&#243;n comparativa que cont&#243; con la participaci&#243;n de 18 estudiantes de la ense&#241;anza primaria que se dividieron en dos grupos, siendo el G1 compuesto por estudiantes superdotados y el G2 por estudiantes sin esa caracter&#237;stica. Todos los participantes realizaron una actividad sobre juegos en l&#237;nea, las acciones de los estudiantes fueron analizadas con base en la literatura del &#225;rea y clasificadas en tres categor&#237;as: Desconocimiento, Ensayo y error y Consciente. Hemos comprobado que tanto los estudiantes con y sin superdotaci&#243;n utilizaron los juegos digitales y software de una manera intuitiva, explor&#225;ndolos por el &#8220;ensayo y error&#8221; y sin intencionalidad. La utilizaci&#243;n de juegos digitales en el contexto educativo promueve mayor motivaci&#243;n e inter&#233;s en la realizaci&#243;n de las actividades. Comprendemos que la adopci&#243;n de juegos digitales en el contexto educativo beneficiar&#225; la educaci&#243;n, ya que estos juegos se aproximan a las preferencias y caracter&#237;sticas de los nativos digitales y pueden tener impactos positivos en el aprendizaje de todos los estudiantes, independientemente de sus especificidades.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Educação Especial]]></kwd>
<kwd lng="pt"><![CDATA[Superdotação]]></kwd>
<kwd lng="pt"><![CDATA[Jogos Digitais]]></kwd>
<kwd lng="en"><![CDATA[Special Education]]></kwd>
<kwd lng="en"><![CDATA[Giftedness]]></kwd>
<kwd lng="en"><![CDATA[Digital Games]]></kwd>
<kwd lng="es"><![CDATA[Educación Especial]]></kwd>
<kwd lng="es"><![CDATA[Superdotación]]></kwd>
<kwd lng="es"><![CDATA[Juegos Digitales]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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<person-group person-group-type="author">
<name>
<surname><![CDATA[VEEN]]></surname>
<given-names><![CDATA[W]]></given-names>
</name>
<name>
<surname><![CDATA[VRAKKING]]></surname>
<given-names><![CDATA[B]]></given-names>
</name>
</person-group>
<source><![CDATA[<strong>Homo Zappiens:</strong> educando na era digital]]></source>
<year></year>
<publisher-loc><![CDATA[Porto Alegre ]]></publisher-loc>
<publisher-name><![CDATA[Artmed]]></publisher-name>
</nlm-citation>
</ref>
</ref-list>
</back>
</article>
