Simcity 2000 Game Simulador De Cidades Catalisa Trabalho "Interdisciplinar"

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Simcity 2000 Game Simulador De Cidades Catalisa Trabalho SIMCITY 2000 GAME SIMULADOR DE CIDADES CATALISA TRABALHO "INTERDISCIPLINAR" Milton Braga de Rezende, diretor da Escola Salesiana São José de Campinas, Doutorando pela ECA/USP/BR. Luiz Roberto Stella, Coordenador Pedagógico do Colégio D. Bosco, Cidade Alta, Piracicaba. Mestrando em Educação pelas Faculdades Salesianas, de São Paulo/BR. Renato Kraide Soffner, Coordenador Tecnológico dos Colégios Salesianos de Piracicaba. RESUMO Este trabalho, inicialmente apresentado no Seminário "Comunicação e Educação: a comunicação transversal no currículo", parte integrante do Curso de Pós-graduação em Comunicação e Educação, da ECA/USP (12.06.96), visa apresentar a metodologia empregada e os resultados a que se chegou na utilização do game "SimCity 2000" como elemento catalizador de um trabalho interdisciplinar nas escolas salesianas de Piracicaba (SP/BR), assim como discutir o conceito de "interdisciplinaridade" aí vivenciada. 1. INTRODUÇÃO Aqueles que vivem seu dia-a-dia na roda viva que é a Escola, sabem muito bem quanto o presente Seminário "Comunicação e Educação: a comunicação transversal no currículo" se constitui numa rara oportunidade de confrontar, em nível superior, a sua prática pedagógica. A presente comunicação não deseja outra coisa senão expor e debater uma experiência que, a par de ter suscitado vivo interesse nos alunos, despertou seus professores para as potencialidades de projetos interdisciplinares bem conduzidos. 2. EXPERIÊNCIA VIVIDA A experiência com os assim chamados trabalhos "interdisciplinares" no Colégio Salesiano Dom Bosco de Piracicaba (CSDB), nasceu no correr de 1989. Os professores de Língua Portuguesa sentiram necessidade de trabalhar com textos paradidáticos de forma diferente da que ocorria até então. A tradição do trabalho para a segunda fase do primeiro grau (5ª - 8ª séries) previa a leitura, levantamento da ficha técnica do livro, do autor, da bibliografia e uma prova em que eram resgatados o enredo da história, os personagens, suas características etc. Na troca de informações com professores de outras áreas, percebeu-se que a leitura ficaria mais rica se, ao texto em tela, fossem associados: notícias de jornal, atualidades e outros textos que abordassem a temática do paradidático. A título de experiência, os professores de Língua Portuguesa passaram a abordar em suas disciplinas temas sociais, aspectos históricos, geográficos e outros. Os trabalhos com essas novas abordagens ocorridos em sala de aula, em grupos e por etapas, substituíram a tradicional "prova do livro". O temor de que os alunos deixassem de ler, por não serem cobrados com prova, logo foi superado, uma vez que os trabalhos em grupo pressupunham tal leitura. Até então, não se falava em "interdisciplinaridade". Ela acontecia naturalmente, como um enriquecimento da leitura, motivada pela inquietação dos professores de Língua Portuguesa. Logo que se tomou contato com a literatura sobre a interdisciplinaridade redimensionaram-se os trabalhos com os paradidáticos, com a participação efetiva de todas as disciplinas, ao menos em um trabalho anual, de preferência o do primeiro bimestre, quando o texto é escolhido, em geral, em função do tema da Campanha da Fraternidade proposto pela CNBB. 3. O SOFTWARE Em 1995, por sugestão da Direção da Escola, a Coordenação Pedagógica do CSDB propôs aos professores o estudo da viabilidade de um projeto "interdisciplinar" tendo por base o uso do SimCity 2000, visto que, por um lado, esse video-game requeria a aplicação de conhecimentos globalizantes e o desenvolvimento da capacidade de planejamento, e que, de outro lado, seu constante uso por parte dos alunos nos intervalos das aulas revelava um interesse notável por tal tipo de jogo. A principal característica desse tipo de jogo é a possibilidade de modelagem de cenários e problemas reais, na forma de equações matemáticas ou mesmo representações gráficas, como é o caso do Simcity 2000. Mostram-se adequados ao uso interativo, já que fornecem feedback imediato para as ações implementadas pelo usuário. Passemos a palavra ao papa da Microsoft, Bill Gates [1], para que o apresente: "Maxis Software, a criadora do SimLife, também produz o programa SimCity, que permite que se projete uma cidade com todos os seus sistemas inter-relacionados, como estradas e transporte público. Ao jogar, você se torna o prefeito ou planejador urbano de uma comunidade virtual e de desafia a alcançar seus próprios objetivos em relação à comunidade, em vez de metas impostas artificialmente pelo projeto do software. Você constrói fazendas, fábricas, residências, escolas, universidades, bibliotecas, museus, zoológicos, hospitais, prisões, marinas, auto-estradas, pontes e metrôs. Você tem de enfrentar o crescimento urbano ou catástrofes naturais, tais como incêndios. Você também muda o terreno. Quando você modifica sua cidade simulada com a construção de um aeroporto, ou com aumento de impostos, as modificações podem ter efeitos previsíveis ou imprevisíveis. É uma maneira excelente e rápida de descobrir como o mundo real funciona" (p.249) (grifo nosso). Toda a infra-estrutura deve ser criada, levando-se em consideração o montante de orçamento estipulado para aquela simulação; esse gerenciamento da situação financeira da cidade desenvolve no usuário uma noção muito interessante da relação custo/benefício: percebe-se logo que nem sempre é possível oferecer à população o que se pretende: o custo de alguns projetos pode ser proibitivo a curto ou médio prazo. O crescimento da cidade ocorre num espaço-tempo. O usuário pode escolher a década em que seu projeto se desenrola. Isso permite que sejam observadas as variações nos estilos de arquitetura e de infra-estrutura. A dimensão comunicacional, além da interação entre os membros de cada sub-grupo - o "aprendizado colaborativo" de que fala Gates [1], pode ser bastante explorada através do jornal a ser editado pelos responsáveis de cada projeto de cidade. O fato do software se encontrar em Inglês oferece uma oportunidade a mais de melhoria da aprendizagem daquela língua. 4. O PROJETO SIMCITY 2000 4.1. Primeiros passos Contando com a experiência adquirida no trabalho interdisciplinar com textos paradidáticos, os professores das sétimas séries aceitaram o desafio de verificar as potencialidades interdisciplinares desse video-game. A sétima série foi a escolhida para essa primeira experiência devido à melhor adequação do projeto em tela aos programas já executados em sala de aula. O primeiro passo foi apresentar o SimCity aos professores. Conheceram seu funcionamento, praticaram, e numa conversa mais longa, hesitaram diante de algumas dificuldades. Em nova reunião, algumas idéias foram surgindo timidamente e se fez um primeiro esboço das possibilidades. A partir dele os professores notaram diversos pontos em que algumas disciplinas se tangenciavam, outras poderiam servir de suporte para os trabalhos das demais. Foi-se percebendo a possibilidade de uma certa integração de conteúdos e de métodos de trabalho das várias disciplinas. Havia espaço até para a Educação Física e o Ensino Religioso Escolar. 4.2. Metodologia Como os alunos das 7ªs séries já haviam trabalhado com o simulador nas aulas de informática, não houve necessidade de apresentar-lhes o software. Todos os professores da série programaram suas atividades, analisaram os pontos comuns e definiram um objetivo geral e seus objetivos específicos; prepararam as orientações necessárias; dividiram cada uma das 5 classes em grupos de quatro alunos; e apresentaram o projeto pronto para ser iniciado com os seguintes 4.2.1. Objetivos: Utilizar o orçamento municipal - previamente estipulado - de maneira econômica e produtiva para que houvesse crescimento social, econômico e cultural de forma harmoniosa; em especial: a) dar a devida importância à preservação da natureza, programando seu aproveitamento mais adequado por parte da população, bem como facilitar uma relação mais prazerosa entre pessoa-natureza, e, para isso, b) escolher uma usina geradora de energia não poluidora, manipular o zoneamento e planejar os serviços municipais; c) prover a cidade dos serviços que atendessem às necessidades básicas da população; d) utilizar um "jornal" como veículo comunicação. 4.2.2. Parâmetros gerais Os trabalhos poderiam ser desenvolvidos tanto na sala de informática, como nas salas de aula e na biblioteca, sempre acompanhados de um professor. Período previsto para execução do projeto - 1 bimestre. Tempo a ser gasto na construção da cidade - 4 aulas. Tempo dedicado ao projeto - 1 aula semanal por disciplina. Orientação técnica do SimCity : pelos 2 monitores de Informática Sistema de avaliação: cada professor atribuiria aos grupos uma nota correspondente à sua disciplina. Esta seria incorporada à composição da média bimestral. Mais tarde deveriam apresentar por escrito suas avaliações quanto aos resultados alcançados em cada disciplina. Foram assim estabelecidos os seguintes 4.2.3. Parâmetros específicos: 4.2.3.1. Matemática .1 - Início: ano de 1950 .2 - Saldo inicial: 20 mil unidades monetárias .3 - Área: 30 quadras .4 - Relevos: montanhas, rios e lagos .5 - Zoneamento: 50% residencial; 30% industrial; 20% comercial .6 - Duas usinas, através de empréstimos, juros baixos e alta produção de energia. .7 - Para uma boa qualidade de vida esta cidade deverá dispor de: 2 parques 2 hospitais 4 escolas 1 prefeitura 1 museu 1 aeroporto 1 universidade 2 delegacias 1 estádio de futebol 1 corpo de bombeiros .8 - Após 20 anos de construção da cidade haverá uma enchente. 4.2.3.2. Ciências e Geografia .1 - Construir uma cidade
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