dc.contributorAraújo, Allyson Carvalho de
dc.contributorAraújo, Allyson Carvalho de
dc.contributorSousa, Dandara Queiroga de Oliveira
dc.contributorTinôco, Rafael de Góis
dc.creatorLisboa, Thiago Felipe Maia
dc.date.accessioned2016-12-20T17:19:16Z
dc.date.accessioned2022-06-15T11:39:57Z
dc.date.accessioned2022-10-05T22:58:12Z
dc.date.available2016-12-20T17:19:16Z
dc.date.available2022-06-15T11:39:57Z
dc.date.available2022-10-05T22:58:12Z
dc.date.created2016-12-20T17:19:16Z
dc.date.created2022-06-15T11:39:57Z
dc.date.issued2016-12-02
dc.identifierLISBOA, Thiago Felipe Maia. O que dizem os periódicos sobre o uso dos videogames na escola. 2016. 41f. Trabalho de Conclusão de Curso (Graduação em Educação Física)-Departamento de Educação Física, Universidade Federal do Rio Grande do Norte, Natal, RN, 2016.
dc.identifierhttps://repositorio.ufrn.br/handle/123456789/47951
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/3943254
dc.description.abstractThe present study had as objective to make a survey of the academic production in Portuguese language regarding the use of videogames in the school context. In order to analyze such data the methodological process used consists of a qualitative methodology of the exploratory document type. Data collection was carried out from September to October 2016 exclusively through the internet on the websites of the journals classified as A1, A2, B1 and B2 (Qualis) because they present, in a general way, works of greater relevance in the area of evaluation of Education Physical. According to the inclusion processes (being from area 21 and being in portuguese), 11 (eleven) journals were selected. The term listed for the research was: Game, this due to the fact of covering several nomenclatures used to refer to electronic games and because it is a radical with several linguistic variations that are pertinent to the searches, such as exergame, video game , videogame, videogame and encompass all these possibilities, as well as the use of the full search scope, of this title, passing through keywords, author, abstract, indexed text and full text, increasing the exploratory universe of the searches in order to obtain the largest amount of relevant information and studies that could enhance and collaborate with the theoretical discussions. We found 307 results for the searches, after the search the first criterion for the filtering of the material to be studied was the reading of the title, where were selected for the reading the summaries of those that had links with the theme worked, being selected studies that worked under the didactic-pedagogical perspective or from the perspective of the experimentation of different activities, in this third stage of the content filtering, 35 abstracts of works that presented the use of the videogame were read. However, only 11 papers were chosen to be read in full due to their affinity with the subject matter. To our disappointment, only 2 studies presented direct relations with the researched topic, which may be considered little in relation to the studies that relate the games to the adherence to training and health programs. The selected studies share the idea that it is up to the teacher to approach the reality of the students and to bring these elements into the context of the classroom, understanding them and making them observe the possibilities that technology provides by awakening them to what there are behind-the-scenes games that deserve attention because they raise critical questions about the use of games in the educational context, problematizing the teacher's need to know what his students consume.
dc.publisherUniversidade Federal do Rio Grande do Norte
dc.publisherBrasil
dc.publisherUFRN
dc.publisherEducação Física
dc.rightsopenAccess
dc.subjectVideogame
dc.subjectEscola
dc.subjectPeriódicos
dc.subjectVideogame
dc.subjectSchool
dc.subjectScientific journals
dc.titleO que dizem os periódicos sobre o uso dos videogames na escola
dc.typebachelorThesis


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