Victor De Abreu Azevedo JOGOS ELETRÔNICOS E EDUCAÇÃO

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Victor De Abreu Azevedo JOGOS ELETRÔNICOS E EDUCAÇÃO Victor de Abreu Azevedo JOGOS ELETRÔNICOS E EDUCAÇÃO: CONSTRUINDO UM ROTEIRO PARA SUA ANÁLISE PEDAGÓGICA Dissertação submetida ao Programa de Pós- Graduação em Educação da Universidade Federal de Santa Catarina para obtenção do Grau de Mestre em Educação. Orientadora: Profa. Dra. Dulce Márcia Cruz. Florianópolis 2012 RESUMO A partir de uma proposta de Mídia-Educação, esta dissertação teve como objetivo propor um instrumento para análise pedagógica dos jogos eletrônicos (JEs). Para atingir esse objetivo, foi realizada uma revisão de literatura sobre JEs tratando de questões como o aprendizado nos JEs, a metodologia de análise de JEs, e as dificuldades para a utilização dos JEs na escola. A partir da literatura e da realização de etapas pré-teste e teste com alunos e professores que utilizaram o instrumento em construção para analisar JEs, foi elaborada a nossa proposta de instrumento. O instrumento de análise teve boa avaliação dos seus usuários, que apontaram êxito em sua finalidade. Novas pesquisas, agora em situações concretas de uso pedagógico do instrumento para levar JEs para a escola com a mediação de professores, podem contribuir para avaliar e aprimorar o instrumento. Palavras-chave: análise de jogos eletrônicos, aprendizado, mídia- educação. ABSTRACT From a media-education proposal, this work aims to develop and propose a pedagogical tool for the analysis of electronic games (EGs). To achieve this goal, a literature review of EGs dealing with issues such as learning in EGs, the analysis methodology of EGs, and the difficulties for the use of EGs at school is held. From the data collected by reviewing literature and conducting pre-test and test steps with students and teachers who utlize the instrument to analyze EGs, our proposal was developed. The analysis tool had a good evaluation from their users, which showed successful in its purpose. New research in concrete situations of pedagogical use of the instrument to get EGs to school with the mediation of teachers can help to assess and improve the instrument. Keywords: analysis of electronic games, learning, media-education. LISTA DE FIGURAS Figura 1 Tetris DS (Nintendo DS) ..................................................... p.55 Figura 2 The Simpsons Game (Playstation 2) ……………...…..…. p.55 Figura 3 Secret of Monkey Island (PC) …………………………... p.56 Figura 4 Nintendo Dogs (Nintendo DS) ........................................... p.57 Figura 5 Monopoly (Playstation 3) ................................................... p.58 Figura 6 Keystone Kapers (Atari 2600) ........................................... p.58 Figura 7 Paciência (Windows XP) .................................................... p.59 Figura 8 Stampede (Atari 2600) ........................................................ p.60 Figura 9 Pac Man (Atari 2600) .......................................................... p.61 Figura 10 Battletech Solaris (PC) ...................................................... p.61 Figura 11 Frogger (Atari 2600) ......................................................... p.62 Figura 12 Pole Position (Atari 2600) ................................................ p.63 Figura 13 Pac-Man Championship Edition DX (Xbox 360) ............ p.64 Figura 14 Street Fighter IV (iPhone ) ............................................... p.64 Figura 15 Pilotwings Resort (Nintendo 3DS) ................................... p.65 Figura 16 Slot Machine (Fairchild Channel F) ................................. p.66 Figura 17 Dragon`s Lair (Arcade) ..................................................... p.67 Figura 18 Sid Meyer`s Civilization (PC) .......................................... p.68 Figura 19 Dig Dug (Atari 2600) ........................................................ p.69 Figura 20 Pitfall! (Atari 2600) ........................................................... p.70 Figura 21 OXO (EDSAC/Computador da Universidade de Cambridge) ............................................................................................... p.70 Figura 22 Sonic Spinball (Wii) ......................................................... p.71 Figura 23 Super Mario Bros (Nintendo) .......................................... p.72 Figura 24 AI Fleet Comander (PC) .................................................. p.72 Figura 25 Professor Layton & the Curious Village (Nintendo DS) ............................................................................................... p.73 Figura 26 Show do Milhão (Mega Drive) ........................................ p.74 Figura 27 Math Gran Prix (Atari 2600) ............................................ p.75 Figura 28 DanceDanceRevolution (Wii) ........................................... p.76 Figura 29 Fallout 3 (Xbox 360) ......................................................... p.77 Figura 30 Counter-Strike (PC) ....................................................... p.78 Figura 31 Fifa Soccer 2011 (Playstation 3) ...................................... p.79 Figura 32 WarCraft III: Reign of Chaos (PC) ................................... p.80 Figura 33 Virtual Pool (PC) ............................................................. p.81 Figura 34 Shootin‟ Gallery (Atari 2600) .......................................... p.82 Figura 35 The Hitchhikers Guide to the Galaxy (PC) ...................... p.83 Figura 36 Police Trainer (Arcade) ..................................................... p.84 Figura 37 Mario Teaches Typing (PC) .............................................. p.88 SUMÁRIO 1. INTRODUÇÃO .......................................................................... P.15 1.1 Pesquisando os jogos eletrônicos ................................................ p.15 1.2 Por que levar os jogos eletrônicos para a escola? ........................ p.19 1.3 Metodologia ................................................................................ p.24 2. OS JOGOS ELETRÔNICOS .................................................... P.29 2.1 Uma breve história e o contexto atual dos jogos eletrônicos ...... p.29 2.2 Os Game Studies .......................................................................... p.32 2.3 Características dos jogos eletrônicos ........................................... p.35 2.3.1 A interatividade nos jogos eletrônicos ..................................... p.38 2.3.2 Gêneros interativos de jogos eletrônicos .................................. p.44 2.3.2.1 Os jogos educativos (Educational) ....................................... p.84 2.4 O aprendizado a partir dos jogos eletrônicos .............................. p.88 3. AS CONTRIBUIÇÕES DA MÍDIA-EDUCAÇÃO PARA A INSERÇÃO DOS JOGOS ELETRÔNICOS NA ESCOLA ..... P.105 3.1 Dificuldades para a inserção dos jogos eletrônicos na escola ... p.113 4. CONSTRUINDO O INSTRUMENTO DE ANÁLISE DOS JOGOS ELETRÔNICOS E SUAS POSSIBILIDADES EDUCACIONAIS ................................................................ P.129 4.1 As contribuições das discussões presentes na revista Game Studies para o desenvolvimento de um instrumento para a análise de jogos eletrônicos ....................................................................................... p.130 4.2 Elaborando o questionário ........................................................ p.132 4.2.1. Questões componentes da parte um: perfil do professor ...... p.135 4.2.2. Questões componentes da parte dois: análise do JE ............. p.136 4.3 Critérios de seleção para a escolha dos JEs utilizados na pesquisa .................................................................................................. p.138 5. PRÉ-TESTE E TESTE ............................................................ P.145 5.1 O pré-teste ................................................................................ p.149 5.1.1. Perfil dos participantes do pré-teste ..................................... p.150 5.1.2. Avaliação do questionário pelo grupo pré-teste ................... p.157 5.1.3. Entrevista com o grupo pré-teste .......................................... p.160 5.2. Teste ........................................................................................ p.163 5.2.1. Perfil dos participantes do teste ............................................ p.166 5.2.1.1. Professores não jogadores ................................................. p.167 5.2.1.2. Professores jogadores ........................................................ p.169 5.2.2. Avaliação do questionário pelo grupo teste .......................... p.170 5.2.3. Entrevista com o grupo teste ................................................. p.176 5.2.3.1. Avaliação sobre o instrumento .......................................... p.177 5.2.3.2. Os JEs e a educação ........................................................... p.182 5.2.3.3. Obstáculos para a utilização dos JEs na escola ................. p.186 5.2.3.3.1. Língua estrangeira .......................................................... p.187 5.2.3.3.2. Falta de recursos ............................................................. p.190 5.2.3.3.3. Possibilidades de superação dos obstáculos ................... p.191 6. CONSIDERAÇÕES FINAIS ................................................ P.193 7. REFERÊNCIAS ....................................................................... P.209 8. ANEXOS ................................................................................... P.219 8.1 Questionário utilizado durante as etapas pré-teste e teste ........ p.219 15 1. INTRODUÇÃO Dividido em 3 itens, este primeiro capítulo problematiza a pesquisa acerca dos jogos eletrônicos
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