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Repositório Aberto UNIVERSIDADE ABERTA Os Jogos Digitais na Educação Brasileira: uma Análise de Artigos Científicos Luiz Claudio Peixoto de Azevedo Mestrado em Comunicação Educacional e Media Digitais 2020 UNIVERSIDADE ABERTA Os Jogos Digitais na Educação Brasileira: uma Análise de Artigos Científicos Luiz Claudio Peixoto de Azevedo Mestrado em Comunicação Educacional e Media Digitais Orientada por: Professora Doutora Lúcia Amante 2020 ii A investigação realizada no âmbito desta Dissertação está integrada nas linhas de investigação da Unidade de Investigação e Desenvolvimento - Laboratório de Educação a Distância e eLearning1 (UID 4372/FCT), da Fundação para a Ciência e Tecnologia do Ministério da Ciência, Tecnologia e Ensino Superior. 1 https://lead.uab.pt iii Resumo Introdução – Os jogos digitais são disponibilizados, com grande potencial, para realizar transformações na comunicação educacional, em contextos formais ou informais, presenciais ou a distância. Objetivo – Analisar a produção de artigos sobre jogos digitais em revistas científicas, selecionadas dentre as classificadas no arquivo da Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES), fundação do Ministério da Educação do Brasil, a fim de verificar como apresentam e compreendem os games na educação brasileira. Metodologia – Revisão sistemática da literatura, ancorada na análise documental e orientada pela metodologia mista, a qual integra os enfoques qualitativo e quantitativo em um só estudo. A análise de conteúdo foi realizada com o suporte do Iramuteq, programa estatístico de análise lexical, empregado para organização dos dados. Para a composição do corpus de análise foram selecionados, por intermédio de busca no portal de periódicos da CAPES, artigos em língua portuguesa, revisados por pares, que abordam os jogos digitais, na área da educação. Resultados – Foram identificados quarenta e nove artigos, publicados entre 2007 e 2018. Com o apoio do Iramuteq, constatou-se a existência de seis mundos lexicais, divididos em dois grupos: o primeiro, de viés mais teórico, considera o caráter social e o possível desenvolvimento intelectual decorrente da prática dos games; o segundo, de natureza mais prática, concebe os jogos digitais como uma ferramenta de ensino e aprendizagem, inseridos em um sistema escolar. Conclusões – Ao distinguir-se as tendências das pesquisas sobre o tema, observou-se que, dentre os artigos com foco na educação profissional, educação física, cultura e educação básica houve um equilíbrio entre estudos práticos e teóricos. Por outro lado, nos artigos que abordaram a interatividade, educação curricular, matemática, sala de aula e o papel do professor, o caráter prático predominou. A predominância dos artigos de caráter empírico e sua relação com as diversas modalidades da educação, revela o desejo e o entusiasmo, dentro do contexto educacional brasileiro, de empregar os jogos digitais como ferramentas de ensino e aprendizagem. Porém, os artigos apresentaram, tão somente, ações isoladas e incipientes. Outros tópicos e o modo como se articulam, tais como as modalidades de educação envolvidas, as dificuldades enfrentadas e os principais referenciais teóricos, também foram investigados. Em suma, o mapeamento analítico, decorrente da revisão sistemática realizada, bem como o dinamismo do tema, têm a capacidade de propiciar elementos que estimulem outras questões sobre os jogos digitais na educação. Palavras-chave: Jogos Digitais. Educação Brasileira. Revisão Sistemática de Literatura. Iramuteq. ii Abstract Introduction - Digital games are available with great potential to make changes in educational communication, in formal or informal contexts, in person or remote. Objective - To analyze the production of articles about digital games in scientific journals, selected from those classified in the files of CAPES (Coordination for the Improvement of Higher Education Personnel), a foundation of the Ministry of Education of Brazil, to verify how the articles present and understand the games in Brazilian education. Methodology - Systematic literature review, based in document analysis and guided by mixed methodology, which integrates the qualitative and quantitative approaches in just one study. Content analysis was carried out with the support of Iramuteq, a statistical lexical analysis program, used to organize the data. For the composition of the corpus of analysis, peer- reviewed articles in Portuguese about digital games in education were selected by searching in the CAPES journals portal. Results - Forty-nine articles, published between 2007 and 2018, were identified. With the support of Iramuteq, six lexical worlds were found, divided into two groups: the first, with a more theoretical bias, considers the social character and the possible intellectual development resulting from the practice of games; the second, of a more practical nature, conceives digital games as a teaching and learning tool, integrated in a school system. Conclusions - When distinguishing researches trends on the topic, it was noticed that, among articles focusing on professional education, physical education, culture and basic education, there was a balance between practical and theoretical studies. On the other hand, in the articles that addressed interactivity, curricular education, mathematics, the classroom and the role of the teacher, the practical character prevailed. The predominance of articles of an empirical character and their relationship with the different types of education reveals the desire and enthusiasm, within the Brazilian educational context, to use digital games as teaching and learning tools. However, the articles presented only isolated and incipient actions. Other topics and the way they are articulated, such as the education modalities involved, the difficulties faced and the main theoretical references, were also investigated. In short, the analytical mapping, resulting from the systematic review carried out, as well as the dynamism of the theme, have the capacity to provide elements that stimulate other questions about digital games in education. Keywords: Digital Games. Brazilian Education. Systematic Literature Review. Iramuteq. iii Dedicatória Aos meus melhores parceiros: meu pai analógico e meu filho digital. iv Agradecimentos “Among Us”2 À minha orientadora, Professora Doutora Lúcia Amante, pela disponibilidade, apoio, ensinamentos e recomendações. Espero corresponder à distinção e responsabilidade de ser orientado pela coordenadora do curso de mestrado. Às minhas colegas, Anabela e Carla, agora minhas amigas, pelo empenho, cordialidade e espírito de grupo demonstrados nos trabalhos que juntos desenvolvemos ao longo do mestrado. Lembrarei sempre do nosso Grupo A e dos pensamentos de Confúcio! Ao Professor Doutor Paulo Faria, autor do livro “Revisão Sistemática da Literatura", principal referência do percurso metodológico da minha dissertação, pela cortesia de esclarecer minhas dúvidas sobre a replicação do processo de busca na base de dados, com o intuito de verificar a objetividade e minimizar o enviesamento dos resultados do trabalho realizado. Ao Professor José Carlos Teixeira Figueiredo, que ministrou o Curso de Introdução ao Digital Storytelling, em 2015, pela excelência do curso. Foi o meu primeiro contato com a Universidade Aberta. O primor do docente suscitou-me a vontade de continuar a ser aluno da instituição e realizar este mestrado. Ao Professor Francisco Tupy, Doutor e Mestre em videogames aplicados à Educação e Comunicação, que conheci pela internet há dois anos, sou grato pela sua atenção e gentileza, por compartilhar o seu conhecimento e pelas trocas de mensagens pelo Messenger, quando conversamos sobre Gonzalo Frasca, Jesper Juul, elementos dos games, Tablut, matriz audiovisual etc. Foram temas muito importantes para a minha fundamentação teórica. 2 Among Us é um jogo digital lançado em junho de 2018, quando iniciei a dissertação. O cenário do game é uma nave espacial, onde cada jogador pode desempenhar o papel de tripulante ou de impostor. O objetivo dos tripulantes é identificar os impostores ou completar as tarefas a serem realizadas na nave. Aos impostores cabe eliminar todos os tripulantes. Sua popularidade cresceu em 2020, principalmente pela divulgação de muitos YouTubers. Hoje é considerado um dos jogos mais populares do mundo. (Makuch, 2020). v Ao prezado Engenheiro Marcelo Arantes, com quem eu tive o privilégio de trabalhar na Gerência de Comissionamento de Submarinos, da Itaguaí Construções Navais, pela ajuda no desenvolvimento da pasta de trabalho em Excel, na qual realizei o fichamento dos artigos do corpus deste trabalho. Aos Professores Alexandre Seabra e Carlos Eduardo Leal, pela amizade e por verificarem os critérios de validade metodológica da revisão sistemática da literatura realizada nesta dissertação. Aos meus saudosos pais, Áurea e Caraccíolo, pelo exemplo e amor incondicional. À querida Tia Aracy, pela ternura e por estar presente em todo o tempo. À minha irmã Tetella, por ter me apresentado a Universidade Aberta e por ser minha adorável professora desde sempre. Ao cunhado Fernando, meu guru em outros trabalhos acadêmicos, pela sua constante influência positiva. À minha irmã Aninha, pelo continuado carinho e pelo atencioso suporte em diversos problemas logísticos. Aos meus sobrinhos, Luciano, João Paulo, Bianca e Rodrigo, porque seus feitos e conquistas são inspiradores para este tio orgulhoso. Ao caro Albertinho, meu amigo desde que nasci, pela habitual bondade e por ter me convidado para ir na sua
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