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Previous issue date: 2017-12-21 === Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES === This thesis, linked to the Graduate Program in Education of the School of Humanities of the Pontifical Catholic University of Rio Grande do Sul, included in the research line FOPPE (Training, Policies and Practices in Education), investigated how the leisure habits of teachers contribute to the creation of creative educational challenges, from the study of teachers who have created educational RPGs. It was investigated how the teacher who creates RPG games associates the contents of his discipline with his pedagogical practices linked to the challenges he proposes to his students. It was also sought to understand how the pedagogical practices created by these teachers are influenced by their being (a) a player. In order to understand the implications of leisure habits in teaching, it was necessary to verify how the formation of these teachers was constituted so that they could create such practices considering the structure of an RPG. Of the theoretical reference used, the following authors stand out: Bloom, L?vy, Carrano, Morin, Santaella, Amaral, Bergmann and Prensky. As a research methodology, a qualitative, case-study approach was adopted. As a method of data analysis, the Discursive Textual Analysis was adopted, the data collection instruments being a questionnaire and an interview. The subjects of this research were primary and secondary school teachers who created or adapted RPG games to be able to work the contents of their disciplines. As contributions of this thesis we propose a guide for the organization of pedagogical practices using RPG, elements for reflection on the possibility / necessity to revise the teaching protagonism, using as an articulating / transversal element its leisure habits, seeking to contribute to the discussions related to the formation of teachers . And, expand the scope of use of games, especially RPG type, as a pedagogical resource in the stages and training that go beyond the initial years. We understand that the playful and interdisciplinary aspect of this modality of play is strengthened in cyberculture. === Esta tese, vinculada ao Programa de P?s-Gradua??o em Educa??o, da Escola de Humanidades da Pontif?cia Universidade Cat?lica do Rio Grande do Sul, inserida na linha de pesquisa FOPPE (Forma??o, Pol?ticas e Pr?ticas em Educa??o), investigou como os h?bitos de lazer dos docentes contribuem para a cria??o de desafios educacionais criativos, a partir do estudo de professores que criaram RPGs educacionais. A pesquisa focalizou o professor que cria jogos de RPG e associa os conte?dos da sua disciplina ?s suas pr?ticas pedag?gicas ligadas aos desafios que prop?e a seus alunos. Buscou-se, tamb?m, compreender como as pr?ticas pedag?gicas criadas por estes professores s?o influenciadas pelo fato de eles serem jogadores. Para entender as implica??es dos h?bitos de lazer no fazer docente, foi necess?rio verificar como se constituiu a forma??o desses docentes para que pudessem criar tais pr?ticas. Do referencial te?rico utilizado, destacam-se os autores: Bloom, L?vy, Carrano, Morin, Santaella, Amaral, Bergmann e Prensky. Como metodologia de pesquisa, adotou-se abordagem de natureza qualitativa, do tipo estudo de caso. Como m?todo de an?lise de dados, adotou-se a An?lise Textual Discursiva, sendo os instrumentos de coleta de dados um question?rio e uma entrevista. Os sujeitos desta pesquisa foram professores do ensino fundamental e m?dio que criaram ou adaptaram jogos do tipo RPG para poder trabalhar os conte?dos das suas disciplinas. Como contribui??es desta tese, propusemos um guia para organiza??o de pr?ticas pedag?gicas utilizando RPG, elementos para reflex?o acerca da possibilidade/necessidade de rever o protagonismo docente, usando como elemento articulador/transversal seus h?bitos de lazer, buscando contribuir para as discuss?es relacionadas ? forma??o de professores. E, ampliar, o escopo de uso de jogos, especialmente tipo RPG, como recurso pedag?gico nas etapas e forma??o que v?o al?m dos anos iniciais. Entendemos que o aspecto l?dico e interdisciplinar desta modalidade de jogo se refor?a na cibercultura.
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