Juliana Vegas Chinaglia Um Percurso Gamer Para O Ensino De Escrita

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Juliana Vegas Chinaglia Um Percurso Gamer Para O Ensino De Escrita UNIVERSIDADE ESTADUAL DE CAMPINAS INSTITUTO DE ESTUDOS DA LINGUAGEM JULIANA VEGAS CHINAGLIA UM PERCURSO GAMER PARA O ENSINO DE ESCRITA CAMPINAS, 2020 JULIANA VEGAS CHINAGLIA UM PERCURSO GAMER PARA O ENSINO DE ESCRITA Tese de doutorado apresentada ao Instituto de Estudos da Linguagem da Universidade Estadual de Campinas para obtenção do título de Doutora em Linguística Aplicada na área de Linguagem e Educação. Orientador (a): Prof(a). Dr(a). Márcia Rodrigues de Souza Mendonça Este exemplar corresponde à versão final da Tese defendida pela aluna Juliana Vegas Chinaglia e orientada pela Profa. Dra. Márcia Rodrigues de Souza Mendonça CAMPINAS, 2020 Ficha catalográfica Universidade Estadual de Campinas Biblioteca do Instituto de Estudos da Linguagem Leandro dos Santos Nascimento - CRB 8/8343 Chinaglia, Juliana Vegas, 1992- C441p ChiUm percurso gamer para o ensino de escrita / Juliana Vegas Chinaglia. – Campinas, SP : [s.n.], 2020. ChiOrientador: Márcia Rodrigues de Souza Mendonça. ChiTese (doutorado) – Universidade Estadual de Campinas, Instituto de Estudos da Linguagem. Chi1. Jogos eletrônicos. 2. Material didático. 3. Escrita. I. Mendonça, Márcia Rodrigues de Souza. II. Universidade Estadual de Campinas. Instituto de Estudos da Linguagem. III. Título. Informações para Biblioteca Digital Título em outro idioma: A gamer route for teaching writing Palavras-chave em inglês: Electronic games Teaching materials Writing Área de concentração: Linguagem e Educação Titulação: Doutora em Linguística Aplicada Banca examinadora: Márcia Rodrigues de Souza Mendonça [Orientador] Roxane Helena Rodrigues Rojo Jacqueline Peixoto Barbosa Nukácia Meyre Silva Araújo Júlio César Rosa de Araújo Data de defesa: 12-11-2020 Programa de Pós-Graduação: Linguística Aplicada Identificação e informações acadêmicas do(a) aluno(a) - ORCID do autor: https://orcid.org/0000-0002-9723-545X - Currículo Lattes do autor: http://lattes.cnpq.br/7490881051489581 Powered by TCPDF (www.tcpdf.org) BANCA EXAMINADORA: Márcia Rodrigues de Souza Mendonça Roxane Helena Rodrigues Rojo Jacqueline Peixoto Barbosa Nukácia Meyre Silva Araújo Júlio César Rosa de Araújo IEL/UNICAMP 2020 Ata da defesa, assinada pelos membros da Comissão Examinadora, consta no SIGA/Sistema de Fluxo de Dissertação/Tese e na Secretaria de Pós Graduação do IEL. AGRADECIMENTOS Agradeço à minha querida orientadora Márcia Mendonça pela parceria incrível que estabelecemos ao longo desses anos, que me ajudou a crescer como pesquisadora e como profissional. Sou grata por todas as aulas, as orientações, os eventos e os trabalhos que realizamos juntas. Espero que possamos nos encontrar novamente nessa jornada que se inicia em minha vida. Às professoras Roxane Rojo, Nukácia Araújo, Jacqueline Barbosa e ao professor Júlio Araújo pela participação na banca de defesa. Todos são verdadeiras inspirações para mim na Linguística Aplicada. Em especial, sou muito grata à Roxane por ter me iniciado na pesquisa científica ainda na graduação. Aos meus pais Carmen e Nildo e à minha irmã Renata por sempre estarem presentes e por me apoiarem em cada momento da minha vida. Muitos dias são difíceis, mas vocês sempre me incentivam a continuar, com amor e compreensão. Sou muito grata por ter professoras maravilhosas na família, com as quais posso dialogar sobre educação. Ao meu amor Rafael por todo carinho, amizade, alegrias e também companhia na Unicamp. Obrigada por todos os momentos especiais e pelas conversas que me ajudam a seguir em frente. A todos os professores do IEL, que fizeram parte da minha formação nesses dez anos que estive na Unicamp. Em especial, agradeço à Patrícia Aquino, Cynthia Neves, Victória Vivacqua e Cláudia Rocha, com as quais pude aprender muito ao auxiliá-las em aulas ou ao participar de cursos, encontros e formações. A todos os funcionários do IEL, especialmente aqueles que trabalham na Pós- Graduação, por toda a ajuda sempre que necessário. O presente trabalho foi realizado com apoio da Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - Brasil (CAPES) - Código de Financiamento 001. RESUMO Esta tese de Doutorado, inserida no campo de investigação da Linguística Aplicada, tem como objetivo geral refletir sobre as interfaces entre os games e as atividades de escrita em práticas de letramentos escolares, em uma aplicação de um material didático desenvolvido em lógica gamer. Para isso, criamos e aplicamos em sala de aula um modelo novo de material didático para o ensino de escrita, que chamamos de “percurso gamer”, intitulado “Lara Croft nos templos do Camboja”, com base nas teorias de letramentos, gamificação e Aprendizagem Baseada em Jogos. Um percurso gamer é um conjunto de atividades didáticas, que mobiliza estratégias de games para a sua utilização, como: 1) a interação com um espaço virtual; 2) a vivência de ações em um mundo imersivo, que proporciona a mobilização de determinadas práticas de letramentos e gêneros de uma esfera social; e 3) a encarnação de um personagem e assunção de seu ethos discursivo. Seu principal diferencial é, portanto, a priorização da lógica dos games para a realização das atividades e mobilização da leitura e escrita de textos, a partir da simulação de ações em uma narrativa e a encarnação de um personagem, o que se contrapõe à mera aplicação de mecânicas de jogos em atividades já existentes. O material é baseado na série de jogos autênticos Tomb Raider, no qual o aluno deve se colocar na posição da personagem Lara Croft, uma arqueóloga, e, portanto, ler e produzir gêneros científicos e de divulgação científica. Para a geração dos dados, utilizamos o modelo metodológico da pesquisa-ação e os seguintes instrumentos de geração de dados: questionário, videogravação das aulas, captura de imagens no computador, diário de pesquisa e entrevista. A partir dos dados gerados, construímos duas categorias de análise: 1) Engajamento e interações em sala de aula; 2) Situação de produção dos textos, mundos imersivos e encarnação de personagens. Como principal resultado concluímos que, para os alunos que se interessam pela narrativa proposta, o percurso gamer pode se mostrar muito produtivo para oferecer aos estudantes a oportunidade de vivenciar práticas de letramentos de uma determinada profissão, em nosso caso, arqueólogo, escrevendo textos a partir de um ethos previamente delimitado pelo personagem escolhido. Em vez solicitar apenas que o estudante imagine ser alguém para escrever um texto, a exemplo de tantas tarefas de produção textual solicitadas na escola, em livros didáticos e exames vestibulares, o percurso gamer constrói a cena de enunciação a partir do mundo imersivo, permitindo aos estudantes ter experiências mais concretas antes da escrita. Em nosso caso, os alunos não imaginaram apenas ser um arqueólogo, mas tiveram experiências incorporadas de ser um, em movimentos de pesquisa, descoberta, catalogação e divulgação. Para que isso ocorresse, a caracterização visual e sonora do material foi fundamental para a experiência de imersão. Como ponto frágil, os estudantes apontaram o excesso de textos para ler e escrever e a necessidade de ampliar as tarefas “lúdicas”, como pequenos jogos que não se relacionam somente a atividades de Língua Portuguesa. Palavras-chave: Jogos eletrônicos. Material Didático. Escrita. ABSTRACT This Doctoral thesis, inserted in the field of Applied Linguistics research, aims to reflect on the interfaces between games and writing activities in school literacy practices, in an application of a teaching material developed in gamer logic. For this, we created and applied in the classroom a new model of teaching material for writing, which we call the “gamer route”, entitled “Lara Croft in the temples of Cambodia”, based on literacy, gamification Game-based Learning theories. A gamer route is a set of didactic activities, which mobilizes game strategies for its use, such as: 1) interaction with a virtual space; 2) the experience of actions in an immersive world, which provides for the mobilization of certain literacy and genres from a social sphere; and 3) the incarnation of a character and the assumption of his discursive ethos. Its main differential, therefore, is the prioritization of the logic of games for carrying out activities and mobilizing reading and writing texts, based on the simulation of actions in a narrative and the incarnation of a character, which is in contrast to the mere application game mechanics in existing activities. The material is based on the series of authentic games Tomb Raider, in which the student must put himself in the position of the character Lara Croft, an archaeologist, and, therefore, read and produce scientific genres and scientific dissemination genres. For data generation, we used the methodological model of action research and the following data generation instruments: questionnaire, video recording of classes, image capture on the computer, research diary and interview. From the data generated, we constructed two categories of analysis: 1) Engagement and interactions in the classroom; 2) Situation of production of texts, immersive worlds and incarnation of characters. As a main result, we conclude that, for students who are interested in the proposed narrative, the gamer route can prove to be very productive in order to offer students the opportunity to experience literacy practices in a given profession, in our case, archaeologist, writing texts from an ethos previously delimited by the chosen character. Instead of just asking the student to imagine being someone to write a text, like so many textual
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