Jogo Age of Empires III Desenvolve Idéias E Raciocínios Históricos De Jovens Jogadores?

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Jogo Age of Empires III Desenvolve Idéias E Raciocínios Históricos De Jovens Jogadores? EUCIDIO PIMENTA ARRUDA JOGOS DIGITAIS E APRENDIZAGENS: o jogo Age of Empires III desenvolve idéias e raciocínios históricos de jovens jogadores? Belo Horizonte – MG Faculdade de Educação - UFMG Julho de 2009 EUCIDIO PIMENTA ARRUDA JOGOS DIGITAIS E APRENDIZAGENS: o jogo Age of Empires III desenvolve idéias e raciocínios históricos de jovens jogadores? Tese apresentada ao Programa de Pós Graduação em Educação da Faculdade de Educação da Universidade Federal de Minas Gerais, como requisito parcial à obtenção do título de Doutor em Educação Orientadora: Profa. Dra. Lana Mara de Castro Siman Belo Horizonte - MG Faculdade de Educação/UFMG Julho de 2009 ARRUDA, Eucidio Pimenta, A663j Jogos digitais e aprendizagens : o jogo Age of Empires III T desenvolve idéias e raciocínios históricos de jovens jogadores? / Eucidio Pimenta Arruda. - UFMG/FaE, 2009. 238 f., enc, il.. Tese - (Doutorado) - Universidade Federal de Minas Gerais, Faculdade de Educação. Orientador : Lana Mara de Castro Siman. 1. Educação -- Teses.. 2. Ensino audiovisual. 3. História -- Estudo e ensino -- Recursos audiovisuais. 4. Jogos eletrônicos. 5. Ensino auxiliado por computador. I. Título. II. Siman, Lana Mara de Castro. III. Universidade Federal de Minas Gerais, Faculdade de Educação CDD- 371.33 Catalogação da Fonte : Biblioteca da FaE/UFMG AGRADECIMENTOS É difícil acreditar que cheguei ao fim desta jornada. Ao retomar o meu passado, ver de onde vim e aonde cheguei, analisar meus planejamentos e seus resultados, posso respirar aliviado e afirmar: consegui! No entanto esta vitória não seria possível sem a ajuda de várias pessoas ao longo de meu percurso. Este pequeno texto não comporta todos os nomes que fizeram parte desta e de outras fases importantes de minha vida. Mesmo que aqui não apareçam, recebam o meu muito obrigado por tudo o que foram, são e serão. Começo pela pessoa que, há nove anos (ao menos oficialmente, pois, na prática há, mais do que isso), é o meu grande amor e companheira incondicional, Durcelina Pimenta Arruda. Agradeço pela sua compreensão por todas as noites que não saímos, em que deixamos de nos divertir para que eu pudesse me dedicar a esta árdua tarefa. Agradeço, ainda, pela sua leitura crítica, pela força dada nos momentos mais difíceis e por sempre ter acreditado em meu empenho. Sabemos o que é o amor não nos momentos felizes e impecáveis, mas nas dificuldades e nos desafios. Você me fortaleceu nos últimos anos, espero que possa sempre retribuir. Vamos ainda mais longe, minha amada Durcelina, pois pimenta e arruda, quando juntos, só trazem felicidade e sucesso. Agradeço à Dona Maria Pereira Arruda, com quem um dia aprendi a arte da costura nos tempos difíceis, que me mostrou as aparentes contradições da educação de mãe e que me ensinou a ser tudo que hoje sou. Agradeço imensamente à minha orientadora e amiga Lana Mara de Castro Siman. Ela acreditou na ideia maluca que eu trouxe para estudar videogames, soube, como ninguém, interferir nos momentos certos, trazer-me de volta para a Tese, quando literalmente “viajava” por mares bravios. Sempre foi, antes de excelente profissional, uma pessoa extremamente humana. Aprendi muito com essa personalidade e espero continuar aprendendo. Agradeço a todos aqueles que jogaram comigo, que abriram seus messengers e emails para discutir aquilo que, para eles, é indiscutível, afinal, o jogo é para ser jogado! Se não fosse essa disponibilidade e interesse pelo meu trabalho, possivelmente não teria obtido sucesso nas hipóteses por mim propostas. Espero ter contribuído para retirá-los do iii espaço marginal em que sempre me vi no passado – para inscrevê-los no seu reconhecimento como sujeitos que vivem e produzem cultura. Agradeço aos professores Ana Gomes, Júnia Salles e Samuel Pacheco, membros de minha banca de qualificação, pelas sugestões dadas ao longo caminho que vinha percorrendo. Sem essas contribuições, provavelmente, este trabalho não teria a qualidade ora apresentada. Agradeço a todos os colegas que acreditaram nesta pesquisa, mesmo aqueles que um dia disseram que o meu trabalho era brincar (e porque não poderia ser?). Tudo aquilo que foi dito tornou minha jornada mais interessante, mais preocupada em apresentar resultados de relevância social. Agradeço aos colegas da Universidade Federal de Uberlândia, Selva Fonseca, Arlindo de Souza Junior e Graça Cicillini pelo apoio irrestrito para a conclusão deste trabalho. Suas palavras sábias me fizeram ver a importância de sua finalização para minha consolidação profissional. Agradeço ainda ao amigo de longa data Mateus Pereira. Suas contribuições, sobretudo, suas sugestões de leitura sobre Teoria da História foram fundamentais para tornar mais sólidas minhas análises. Agradeço aos colegas do Labepeh (antes poucos, mas, hoje, são tantos que estas páginas não comportariam todos os nomes), pelas contribuições dadas ao longo de meu percurso, pelo apoio e amizade. Apesar da distância, saibam que poderão sempre contar comigo. Agradeço a todos aqueles que souberam compreender tudo aquilo que não fiz, minhas ausências nos momentos cruciais da produção desta Tese. Agradeço à Coordenação do Programa de Pós Graduação em Educação da Faculdade de Educação da UFMG, cujos funcionários são sempre altamente profissionais e preocupados em garantir o nosso sucesso. Por último e não menos importante, agradeço, sem maior demagogia, à oportunidade de estudar em uma escola pública, gratuita e de qualidade. Minha origem social mostra o quanto os tempos difíceis podem ser transpostos ou minimizados por uma boa educação (em todos os seus sentidos). iv SUMÁRIO LISTA DE FIGURAS ........................................................................................... VII RESUMO................................................................................................................8 ABSTRACT.............................................................................................................9 APRESENTAÇÃO..................................................................................................10 1. ALGUNS PERCURSOS ATÉ A DELIMITAÇÃO DO OBJETO .................................................10 2. ORGANIZAÇÃO DA TESE ......................................................................................16 CAPÍTULO 1. ABORDAGENS METODOLÓGICAS: A COLETA DE DADOS EM SUPORTES MIDIÁTICOS E NO JOGO DIGITAL ...................................................19 1.1. SOBRE OS PROCEDIMENTOS METODOLÓGICOS: PRIMEIROS PERCURSOS .......................20 1.2. EMERSÃO (“TATEAMENTOS”).............................................................................25 1.3. ESTRATÉGIAS PARA COLETAS DE DADOS NOS AMBIENTES DIGITAIS DO JOGO .................31 1.4. IMERSÃO I....................................................................................................36 1.5. IMERSÃO II...................................................................................................39 1.6. IMERSÃO III .................................................................................................42 CAPÍTULO 2. O UNIVERSO DOS JOGOS DIGITAIS.............................................45 2.1. CONSIDERAÇÕES INICIAIS SOBRE O JOGO DIGITAL..................................................46 2.2. SOBRE O CONCEITO DE JOGO ............................................................................50 2.4. O JOGO ESTÁ REGULADO POR REGRAS E NORMAS ...................................................51 2.5. O JOGO, AS REGRAS E AS RELAÇÕES HUMANAS.......................................................55 2.6. O JOGO NÃO É REALIDADE? ..............................................................................58 2.7. JOGOS, TEMPO E ESPAÇO .................................................................................63 2.8. JOGOS, COMPETIÇÃO, RESULTADO E IMPREVISIBILIDADE..........................................67 2.9. CONCEITO DE JOGO DIGITAL E SEUS SUPORTES......................................................70 2.10. TIPOS DE JOGOS DIGITAIS: UMA ESCOLHA DE CLASSIFICAÇÃO ...................................75 2.11. SOBRE AS CARACTERÍSTICAS DOS JOGOS E DOS JOGADORES EM DIFERENTES SUPORTES...80 v 2.11.1. O jogo digital é essencialmente masculino?.........................................................................81 2.11.2. Os jogos digitais são violentos?..........................................................................................83 CAPÍTULO 3. JOGOS DIGITAIS E APRENDIZAGEM ............................................89 3.1 APRENDIZAGEM – CONTRIBUIÇÕES DE VYGOTSKY......................................................90 3.2 OS JOGOS DIGITAIS E O PENSAMENTO DE VYGOTSKY..................................................97 3.3 PERSPECTIVAS DA MEDIAÇÃO INTERATIVA NA APRENDIZAGEM ABERTA ..........................103 3.4 A ÉTICA HACKER E A APRENDIZAGEM ABERTA..........................................................107 3.5 GAMES E APRENDIZAGEM – OS CAMINHOS PERCORRIDOS PELOS JOGADORES..................114 CAPÍTULO 4. AGE OF EMPIRES III: O JOGO, SUAS CARACTERÍSTICAS E APROXIMAÇÕES COM A HISTÓRIA ..................................................................122 4.1. SOBRE O JOGO AGE OF EMPIRES ......................................................................123 4.2. A TERCEIRA AVENTURA DO GAME: FOCO DA PESQUISA ...........................................127 4.3. CARACTERÍSTICAS DE INSTALAÇÃO E VERSÕES.....................................................130 4.4. O JOGO, SUAS ESTRUTURAS E PERSONAGENS ......................................................131 4.5. O GAME E SUAS
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