A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional

Detalhes bibliográficos
Ano de defesa: 2011
Autor(a) principal: Prates, Uaiana e Silva
Orientador(a): Sousa, Maria do Carmo de lattes
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de São Carlos
Programa de Pós-Graduação: Programa de Pós-Graduação em Educação - PPGE
Departamento: Não Informado pela instituição
País: BR
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://repositorio.ufscar.br/handle/20.500.14289/2596
Resumo: This study aims to examine to what extent the teaching oriented activities can contribute to the development of an educational computer game with the participation of students in the sixth year of Elementary Education. The teaching oriented activities were developed at first on paper in order to take into account oral and written elaborations of the students while the game was being "gestated". This strategy is based on current methodologies adopted in Computer Science, to build software or computer games that take into consideration the participation of users in the development process, such as "participatory design" or "user-centered design ". To utilize these methodologies we took into account some necessity encountered in the classroom by the actresses and actors of the research (teacher, student, programmer and researcher). The concern with educational computer games in the classroom is inspired on current pedagogical practices, where technology is increasingly being used and in some cases do not cause "real" changes in the traditional methodological approaches in the classroom. The construction of the data occurred in a public school in the inland of the state of São Paulo. The research question was defined as: to what extent the teaching oriented activities of geometric concepts can contribute to the development of an educational computer game with students in the sixth year of elementary school? The research was qualitative and the data analysis was constructed from the organization, reading and analysis of "teaching episodes." Such reviews are based on written and oral elaborations of students, identifying those that can assist on the development of educational computer game. We also intend to understand how such a process takes place, regarding the interaction among students, teacher, researcher and developer. As main findings we highlight the contribution of teaching oriented activities in the reveal of some unexpected situations throughout its development, which allow a special look as for some pedagogical aspects of the game. However, we emphasize a need to discuss some aspects that go beyond pedagogical issues, such as a necessary reconfiguration of the school aiming to promote dialogue with students of the twenty-first century. This reconfiguration is in the sense of conceiving a school that takes into consideration aspects of current society such as the networked information, its nonlinearity, as well as a school that prioritizes creativity and autonomy in educational processes.
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spelling Prates, Uaiana e SilvaSousa, Maria do Carmo dehttp://lattes.cnpq.br/6637658562543505http://lattes.cnpq.br/9860390024436310e6e045ba-cee7-457f-be0f-b8e2e8cf135b2016-06-02T19:39:21Z2011-09-282016-06-02T19:39:21Z2011-02-22PRATES, Uaiana e Silva. A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional. 2011. 151 f. Dissertação (Mestrado em Ciências Humanas) - Universidade Federal de São Carlos, São Carlos, 2011.https://repositorio.ufscar.br/handle/20.500.14289/2596This study aims to examine to what extent the teaching oriented activities can contribute to the development of an educational computer game with the participation of students in the sixth year of Elementary Education. The teaching oriented activities were developed at first on paper in order to take into account oral and written elaborations of the students while the game was being "gestated". This strategy is based on current methodologies adopted in Computer Science, to build software or computer games that take into consideration the participation of users in the development process, such as "participatory design" or "user-centered design ". To utilize these methodologies we took into account some necessity encountered in the classroom by the actresses and actors of the research (teacher, student, programmer and researcher). The concern with educational computer games in the classroom is inspired on current pedagogical practices, where technology is increasingly being used and in some cases do not cause "real" changes in the traditional methodological approaches in the classroom. The construction of the data occurred in a public school in the inland of the state of São Paulo. The research question was defined as: to what extent the teaching oriented activities of geometric concepts can contribute to the development of an educational computer game with students in the sixth year of elementary school? The research was qualitative and the data analysis was constructed from the organization, reading and analysis of "teaching episodes." Such reviews are based on written and oral elaborations of students, identifying those that can assist on the development of educational computer game. We also intend to understand how such a process takes place, regarding the interaction among students, teacher, researcher and developer. As main findings we highlight the contribution of teaching oriented activities in the reveal of some unexpected situations throughout its development, which allow a special look as for some pedagogical aspects of the game. However, we emphasize a need to discuss some aspects that go beyond pedagogical issues, such as a necessary reconfiguration of the school aiming to promote dialogue with students of the twenty-first century. This reconfiguration is in the sense of conceiving a school that takes into consideration aspects of current society such as the networked information, its nonlinearity, as well as a school that prioritizes creativity and autonomy in educational processes.O presente trabalho teve como principal objetivo analisar em que medida as atividades orientadoras de ensino podem contribuir para o desenvolvimento de um jogo computacional educativo com a participação de estudantes do sexto ano do Ensino Fundamental. As atividades orientadoras de ensino foram desenvolvidas, a princípio, no papel com o intuito de levar em consideração as elaborações, orais e escritas, dos estudantes enquanto o jogo estava sendo gestado . Tal estratégia baseia-se nas atuais metodologias, adotadas na Ciência da Computação, para construção de software ou jogos computacionais que levam em consideração a participação dos usuários no seu processo de desenvolvimento, como o design participativo ou o design centrado no usuário . Para utilizarmos dessas metodologias levamos em consideração algumas necessidades encontradas na sala de aula pelas atrizes e pelos atores da pesquisa (professora da turma, estudantes, programador e pesquisadora). A preocupação com os jogos computacionais educativos em sala de aula inspira-se nas práticas pedagógicas atuais, onde a tecnologia está cada vez mais inserida e, em alguns casos, não provocam mudanças reais nas tradicionais abordagens metodológicas em sala de aula. A construção dos dados ocorreu em uma escola pública estadual do interior do estado de São Paulo. A questão de pesquisa está assim definida: em que medida as atividades orientadoras de ensino de conceitos geométricos podem contribuir para o desenvolvimento de um jogo computacional educativo com estudantes do sexto ano do Ensino Fundamental? A pesquisa é qualitativa e a análise dos dados foi construída a partir da organização, leitura e análise dos episódios de ensino . Tais análises são baseadas nas elaborações escritas e orais de estudantes identificandose aquelas que podem auxiliar no processo de desenvolvimento do jogo computacional educativo. Ao mesmo tempo temos como intenção compreender como se dá tal processo a partir da interação entre estudantes, professora, pesquisadora e programador. Como principais resultados destacamos a contribuição das atividades orientadoras de ensino no sentido de revelar alguns inesperados ao longo do seu desenvolvimento os quais permitem um olhar diferenciado aos aspectos pedagógicos do jogo. Porém, destacamos uma necessidade de discutirmos elementos que vão além das questões pedagógicas, como uma necessária reconfiguração da escola para promover e auxiliar o diálogo com os estudantes do século XXI. Essa reconfiguração vai no sentido de pensarmos uma escola que dialogue com aspectos da sociedade atual como a informação em rede, sua não linearidade, assim como priorizar a criatividade e autonomia nos processos educativos.Universidade Federal de Sao Carlosapplication/pdfporUniversidade Federal de São CarlosPrograma de Pós-Graduação em Educação - PPGEUFSCarBRMatemática - estudo e ensino (Ensino Fundamental)Atividade orientadora de ensinoJogos educativos de computadorTecnologiaTeaching oriented activitiesEducational computer gameTechnologyCIENCIAS HUMANAS::EDUCACAOA atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacionalinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis-1-1a29965a3-6f0b-4274-98f8-ad77d9f3fe91info:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSCARinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARORIGINAL3684.pdfapplication/pdf7790921https://repositorio.ufscar.br/bitstreams/aa44edaa-0c3a-4673-a548-41ccac29b6ac/downloadef6e5a5f1894cd91504da57b15472df0MD51trueAnonymousREADTEXT3684.pdf.txt3684.pdf.txtExtracted texttext/plain0https://repositorio.ufscar.br/bitstreams/6ce9dc6e-08e7-41e3-af1d-eaf0b9c36817/downloadd41d8cd98f00b204e9800998ecf8427eMD54falseAnonymousREADTHUMBNAIL3684.pdf.jpg3684.pdf.jpgIM Thumbnailimage/jpeg6487https://repositorio.ufscar.br/bitstreams/2358a5a4-6923-43a9-a958-a4578b07da7e/downloadedcfb4ae6a7f4947736a7f9f3a6361a0MD55falseAnonymousREAD20.500.14289/25962025-02-05 15:07:48.159open.accessoai:repositorio.ufscar.br:20.500.14289/2596https://repositorio.ufscar.brRepositório InstitucionalPUBhttps://repositorio.ufscar.br/oai/requestrepositorio.sibi@ufscar.bropendoar:43222025-02-05T18:07:48Repositório Institucional da UFSCAR - Universidade Federal de São Carlos (UFSCAR)false
dc.title.por.fl_str_mv A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional
title A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional
spellingShingle A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional
Prates, Uaiana e Silva
Matemática - estudo e ensino (Ensino Fundamental)
Atividade orientadora de ensino
Jogos educativos de computador
Tecnologia
Teaching oriented activities
Educational computer game
Technology
CIENCIAS HUMANAS::EDUCACAO
title_short A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional
title_full A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional
title_fullStr A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional
title_full_unstemmed A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional
title_sort A atividade orientadora de ensino como mediação no desenvolvimento de um jogo computacional
author Prates, Uaiana e Silva
author_facet Prates, Uaiana e Silva
author_role author
dc.contributor.authorlattes.por.fl_str_mv http://lattes.cnpq.br/9860390024436310
dc.contributor.author.fl_str_mv Prates, Uaiana e Silva
dc.contributor.advisor1.fl_str_mv Sousa, Maria do Carmo de
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/6637658562543505
dc.contributor.authorID.fl_str_mv e6e045ba-cee7-457f-be0f-b8e2e8cf135b
contributor_str_mv Sousa, Maria do Carmo de
dc.subject.por.fl_str_mv Matemática - estudo e ensino (Ensino Fundamental)
Atividade orientadora de ensino
Jogos educativos de computador
Tecnologia
topic Matemática - estudo e ensino (Ensino Fundamental)
Atividade orientadora de ensino
Jogos educativos de computador
Tecnologia
Teaching oriented activities
Educational computer game
Technology
CIENCIAS HUMANAS::EDUCACAO
dc.subject.eng.fl_str_mv Teaching oriented activities
Educational computer game
Technology
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::EDUCACAO
description This study aims to examine to what extent the teaching oriented activities can contribute to the development of an educational computer game with the participation of students in the sixth year of Elementary Education. The teaching oriented activities were developed at first on paper in order to take into account oral and written elaborations of the students while the game was being "gestated". This strategy is based on current methodologies adopted in Computer Science, to build software or computer games that take into consideration the participation of users in the development process, such as "participatory design" or "user-centered design ". To utilize these methodologies we took into account some necessity encountered in the classroom by the actresses and actors of the research (teacher, student, programmer and researcher). The concern with educational computer games in the classroom is inspired on current pedagogical practices, where technology is increasingly being used and in some cases do not cause "real" changes in the traditional methodological approaches in the classroom. The construction of the data occurred in a public school in the inland of the state of São Paulo. The research question was defined as: to what extent the teaching oriented activities of geometric concepts can contribute to the development of an educational computer game with students in the sixth year of elementary school? The research was qualitative and the data analysis was constructed from the organization, reading and analysis of "teaching episodes." Such reviews are based on written and oral elaborations of students, identifying those that can assist on the development of educational computer game. We also intend to understand how such a process takes place, regarding the interaction among students, teacher, researcher and developer. As main findings we highlight the contribution of teaching oriented activities in the reveal of some unexpected situations throughout its development, which allow a special look as for some pedagogical aspects of the game. However, we emphasize a need to discuss some aspects that go beyond pedagogical issues, such as a necessary reconfiguration of the school aiming to promote dialogue with students of the twenty-first century. This reconfiguration is in the sense of conceiving a school that takes into consideration aspects of current society such as the networked information, its nonlinearity, as well as a school that prioritizes creativity and autonomy in educational processes.
publishDate 2011
dc.date.available.fl_str_mv 2011-09-28
2016-06-02T19:39:21Z
dc.date.issued.fl_str_mv 2011-02-22
dc.date.accessioned.fl_str_mv 2016-06-02T19:39:21Z
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