masterThesis
Jogos digitais como ferramenta para o trabalho da corporeidade e movimento no processo de aprendizagem
Fecha
2021-12-28Registro en:
SOUZA, Jadson Lucas Gomes. Jogos digitais como ferramenta para o trabalho da corporeidade e movimento no processo de aprendizagem. 2021. 60f. Dissertação (Mestrado Profissional em Inovação em Tecnologias Educacionais) - Instituto Metrópole Digital, Universidade Federal do Rio Grande do Norte, Natal, 2021.
Autor
Souza, Jadson Lucas Gomes
Resumen
In view of the great importance of moving for children, movement should be part of the experience at school, thus becoming a constructive part of learning. This training process is not onl y linked to cognitive learning, but also to the development of the senses and the body. According to Reiner Hildebrandt, thinking about teaching as a whole, body and mind, is a problem that has not been solved by schools to this date, which results in a gr oss separation between the head (thinking) and the rest of the body. Aiming to harness interdisciplinarity when moving, with a view to breaking this barrier of separation of body and mind, we seek to validate games capable of perceiving the child's movemen ts in order to generate realtime interaction with digital dynamics that encourage same. The project seeks to develop game prototypes using Scratch to help children in teaching, involving physical interaction. From this perspective, there is the insertion of the child in a playful digital environment with activities that develop the expected skills, where the movements interact with them. To support this discussion, the present work has as theoretical foundation the Digital gamebased learning combined with exercises, the exerlearnings. Exerphysical learnings for this work bring the possibility of integrating movement in the area of languages, no longer being an exclusive factor for the Physical Education discipline. It is expected that the device contri butes positively to the education of children, making the concepts in the area of languages to be worked on and experienced, in addition to other added benefits that come from its application, from moving. The game enables not only teachers to deal wit h learning as a whole, from the body to the mind, but also aims to encourage children to be more active in the process, so that they stop being mere consumers and become protagonists of their own knowledge, actively participating in the dynamics.