A Utilização Dos Role-Playing Games Digitais No Processo De Ensino

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A Utilização Dos Role-Playing Games Digitais No Processo De Ensino FACULDADE DE INFORMÁTICA Programa de Pós-Graduação em Ciência da Computação PUCRS – Brasil http://www.pucrs.br/inf A Utilização dos Role-Playing Games Digitais no Processo de Ensino-Aprendizagem João Ricardo Bittencourt Lucia Maria Martins Giraffa TECHNICAL REPORTS SERIES Number 031 September, 2003 Contato: [email protected] http://www.inf.pucrs.br/~jricardo [email protected] http://www.inf.pucrs.br/~giraffa João Ricardo Bittencourt é aluno do curso de mestrado do Programa de Pós-Graduação em Ciência da Computação da Faculdade de Informática (PPGCC/FACIN), PUCRS. Bacharel em Análise de Sistemas pela Universidade do Vale do Rio dos Sinos (UNISINOS) desenvolveu pesquisas nas áreas de processamento de imagens, visão artificial, robótica autônoma e sistemas multi-agentes aplicados aos jogos computadorizados e à robótica. Atualmente pesquisa o desenvolvimento de engines para jogos computadorizados e os Role-Playing Games Digitais aplicados nos processos de ensino-aprendizagem. Sua bolsa de pesquisa é patrocinada pelo Convênio Hewlett-Packward/PUCRS, onde dedica-se exclusivamente à pesquisa. Lucia Maria Martins Giraffa trabalha na PUCRS desde 1986. É professora titular da Faculdade de Informática, credenciada ao PPGCC/FACIN da PUCRS. Coordena o grupo de pesquisa GIE e desenvolve pesquisas nas áreas de Sistemas Multiagentes e Informática Aplicada à Educação, bem como desenvolve softwares educacionais. Também, coordena o Centro de Tecnologia XML – Microsoft/PUCRS, o qual teu por objetivo capacitar profissionais em tecnologias Microsoft. Concluiu seu doutorado em 1999, junto ao Instituto de Informática da UFRGS (RS, Brasil). Copyright © Faculdade de Informática – PUCRS Published by PPGCC/FACIN, PUCRS Av. Ipiranga, 6681 90619-900 – Porto Alegre – RS – Brasil 2 Sumário LISTA DE ABREVIATURAS.............................................................................................4 LISTA DE FIGURAS...........................................................................................................5 1 INTRODUÇÃO..................................................................................................................6 2 O CIBERESPAÇO ............................................................................................................9 2.1 ASPECTOS SOCIOLÓGICOS ...........................................................................................9 2.2 ASPECTOS FILOSÓFICOS ............................................................................................11 2.3 ASPECTOS EDUCACIONAIS.........................................................................................14 2.4 REALIDADE VIRTUAL E EDUCAÇÃO ..........................................................................16 3 APORTE TEÓRICO DA CIÊNCIA DA EDUCAÇÃO...............................................18 3.1 TAXONOMIA DOS OBJETIVOS EDUCACIONAIS ...........................................................18 3.2 TEORIA INTERACIONISTA DE APRENDIZAGEM ...........................................................20 3.3 TEORIA DAS MÚLTIPLAS INTELIGÊNCIAS ..................................................................22 3.4 JOGO E EDUCAÇÃO ....................................................................................................23 4 JOGOS COMPUTADORIZADOS ................................................................................26 4.1 CONTEXTUALIZAÇÃO DOS JOGOS NO CENÁRIO EDUCACIONAL ..................................26 4.2 TAXONOMIAS DOS JOGOS COMPUTADORIZADOS .......................................................27 4.3 JOGOS COMPUTADORIZADOS COM FINS EDUCACIONAIS ............................................29 5 ROLE-PLAYING GAMES DIGITAIS .........................................................................32 5.1 RPG DIGITAIS...........................................................................................................34 5.1.1 RPG Computadorizados.....................................................................................34 5.1.1.1 Os Jogos Clássicos....................................................................................35 5.1.1.2 Jogos com Múltiplos Jogadores................................................................37 5.1.1.3 Mundos Virtuais Persistentes....................................................................39 5.1.2 Play by E-mail (PbEM)......................................................................................40 5.1.3 Multi-User Dungeon ..........................................................................................42 5.1.4 RPG Online ........................................................................................................44 5.1.5 RPG Makers .......................................................................................................45 6 RPG NA EDUCAÇÃO ....................................................................................................49 7 CONSIDERAÇÕES FINAIS ..........................................................................................54 BIBLIOGRAFIA ................................................................................................................56 3 Lista de Abreviaturas RPG Role-Playing Game MUD Multi-User Dungeon ou Multi-User Dimension MMOG Massively Multiplayer Online Game MMORPG Massively Multiplayer Online Role-Playing Game D&D Dungeons & Dragons PbEM Play by E-Mail MOO MUD Oriented Objects CAI Computer Assisted Instruction RV Realidade Virtual 4 Lista de Figuras Figura 1: Diagrama representativo do conceito de mediação [OLI 93] ..............................20 Figura 2: Telas do jogo Temple of Apshai [HUN 03] .........................................................35 Figura 3: Tela do jogo Ultima I [SHE 03]...........................................................................35 Figura 4: Telas do Phantasy Star [PHA 03]........................................................................36 Figura 5: Tela do Final Fantasy [FIN 03]...........................................................................36 Figura 6: Tela do jogo Diablo [BLI 03] ..............................................................................37 Figura 7: Tela do Baldur’s Gate [BIO 03a] ........................................................................38 Figura 8: Tela do Neverwinter Nights [BIO 03b]................................................................38 Figura 9: Tela do Ultima Online [ELE 03] .........................................................................40 Figura 10: Tela do OpenRPG ..............................................................................................44 Figura 11: Tela do RPG Maker 2000 ..................................................................................45 Figura 12: Tela de um jogo de exemplo criado com o RPG Maker 2000...........................46 Figura 13: Tela do RPG Toolkit Development System ........................................................46 Figura 14: Tela de um jogo de exemplo criado com o RPG Toolkit...................................47 Figura 15: Tela do Aurora Toolset ......................................................................................48 5 1 Introdução Desde a pré-história que o homem gosta de expressar sua subjetividade e manter algum registro de sua condição emocional, um exemplo disto são as pinturas rupestres nas grutas de Lascaux que datam do período Paleolítico. Além desta manifestação nas artes plásticas o homem sempre foi fascinado para ouvir e contar estórias sobre criaturas lendárias, feitos heróicos de seu grupo social e lições morais. Em geral estas estórias eram contadas em torno de uma fogueira pelos homens mais velhos e sábios do local. E desta forma as tradições eram transmitidas através da oralidade e na imaginação dos homens primitivos criavam-se mundos imaginários que muitas vezes foram concretizados na forma de pinturas, máscaras, esculturas, danças e novas estórias. De uma certa forma nos pequenos artefatos artísticos e até mesmo nos ferramentais o homem saciava seu desejo ancestral de brincar de ser Deus. Com o passar dos anos e com a evolução da espécie, o ser humano começou a construir artefatos cada vez mais complexos e expandiu sua manifestação racionalista e artística. Com a invenção da imprensa o velho contador de estórias de uma tribo remota podia chegar no apartamento de um democrata americano que morasse em Nova Iorque. O cinema permitiu gravar os movimentos e mundos imaginados por um diretor. E desta forma as tradições passaram a ser transmitidas através da escrita em átomos, seja tinta e papel, luz e filme ou som e fita magnética. Mas a única coisa que não mudou foi a criatividade dos homens desenvolvendo seus mundos imaginários. Considerando um grande salto temporal das cavernas para o ciberespaço, passamos a observar pessoas que constroem seus mundos, disponibilizando-o na Internet e permitindo que uma comunidade de outras pessoas também possa conviver neste mundo. O privilégio da materialização do cinema agora está ao alcance de qualquer pessoa. Agora o imaginário é forjado em bits, é virtualizado e compartilhado pelos demais sujeitos. Agora cada um de nós é um contador de estórias tribal. Nestas dimensões paralelas impregnadas de subjetividade criamos comunidades virtuais capazes de nos ensinar. E não vemos mais somente os adultos tendo o poder de controlar, mas temos crianças que também constroem seus mundos e conseguem manter o controle sob aquela pequena porção de subjetividade. O fato que os anos podem ter passado, mas o homem nunca
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