2020
DOI: 10.12957/redoc.2020.50465
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“Eu Fiz Meu Game”: Um Framework Para Criação De Jogos Digitais Por Crianças

Abstract: Resumo da tese: O estudo vinculado à linha de pesquisa de Políticas de Educação Básica e Superior e ao grupo de pesquisa Observatório de Políticas Educacionais do Programa de Pós-Graduação em Educação da Universidade do Vale do Itajaí tem por objeto de estudo a criação de jogos digitais por crianças. O problema consistiu em definir um framework de desenvolvimento de jogos digitais que faculte a atuação criadora de crianças com e sem deficiências no contexto da escola inclusiva. A tese defendida foi que um proc… Show more

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Cited by 7 publications
(11 citation statements)
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“…To do so, the process is composed of four stages, as shown in Figure 1, namely: (i) Involvement, (ii) Experience, (iii) Transposition and (iv) Creation of digital games. We emphasize as transversal action the symbolic mediation, understood as a necessary condition for each stage or activity to be performed and the basis for the cognitive development proposed in the subprocesses (Alves, 2017). The Involvement stage consists of the participants' engagement in the project and his/her integration.…”
Section: Resultsmentioning
confidence: 99%
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“…To do so, the process is composed of four stages, as shown in Figure 1, namely: (i) Involvement, (ii) Experience, (iii) Transposition and (iv) Creation of digital games. We emphasize as transversal action the symbolic mediation, understood as a necessary condition for each stage or activity to be performed and the basis for the cognitive development proposed in the subprocesses (Alves, 2017). The Involvement stage consists of the participants' engagement in the project and his/her integration.…”
Section: Resultsmentioning
confidence: 99%
“…When we started from this assumption, we looked for games that were similar to the ideas of the children so that we could make some experiences and extract more elements for the game to be built. Each child received a tablet or mobile phone with the games to be evaluated: Blocky Raider; Lily's Journey, Creative Fox and Super Chaves World (Alves, 2017). After playing them, they filled out a scorecard in which we identified the following elements of each game: title, goals, characters, enemies, obstacles, interface and functionality.…”
Section: Figure 2 Evolution Of the Process Reconstitution Timelinementioning
confidence: 99%
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“…Thus, a potential alternative for empowering children and youth in their relationship with the digital universe is the creation of digital technologies through shared and interactive experiences. Using technology design, development and assessment approaches, students migrate from consumers to digital solution builders (Alves, 2017;De Paula, Valente, & Hildebrand, 2016;Kafai, 2006;Li, 2014;Moser, 2015). To Oliveira (2014), this approach reviews the use of technology as a software for teaching, referring to a new technological paradigm, namely: "the main source of productivity is the action of knowledge about one's own knowledge" (p. 162).…”
mentioning
confidence: 99%
“…In this scenario, we bring to the analysis the research developed in Alves's (2017) Doctoral dissertation that seeks to contribute with a new way of understanding the use of technology to support learning. Particularly, the research sought to involve children with and without disabilities in digital game creation processes as a way of developing creativity, protagonism and school and digital inclusion.…”
mentioning
confidence: 99%