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HENRIQUE E O ROBÔ DIM: GAMEBOOK PARA APOIAR O PROCESSO DE ENSINO E APRENDIZAGEM DE EDUCAÇÃO FINANCEIRA INFANTIL / HENRIQUE AND THE ROBOT DIM: GAMEBOOK TO ENCOURAGE FINANCIAL EDUCATION TEACHING AND LEARNING PROCESS IN CHILDHOODMello, Felipe da Cunha de 29 August 2016 (has links)
Nowadays, there are great governmental and educational institutions efforts to promote financial education in Brazil, driven by social and economic politics which have been adopted in this country. At the same time, there is a notable technological evolution and encouragement of information and Communication Technologies (ICT) didactics and pedagogical tools in school routine. Therefore, this scientific dissertation presents an investigation of how a gamebook can promote the financial education learning in childhood. Through a survey, characterized as exploratory using bibliographic review, it was possible to feature childhood financial education area as well as identify how it is applied at schools in Santa Maria/RS. As a result, it was obtained requirements in order to develop a learning object which could be used as a financial education disseminator. Thus, with this research it was observed that the construction of knowledge in finances has been permeated by several technological and media tools. However, the main resource which is being used to attract child attention is ludic activities. In addition, a way to work with ludic activities is the integration of game elements with book characteristics, connecting tradition and technology, in order to follow this new reality. Wherefore, considering this association it was decided to develop a gamebook, attractive tool for education, migrating from physic book to digital book. It was elaborated the gamebook "Henrique and the robot Dim" throughout a construction of a narrative presenting situations of financial choosing, creation of digital scenarios and characters, and the integration of the narrative with the digital environment and game elements. As a purpose of evaluating this gamebook, it was applied on students of fifth grade from both private and public schools in Santa Maria/RS. As a result, it was observed that the technology as a teaching tool enhances student participation during class, mostly when educational ludic activities are applied. In addition, it was noticed a possible increased student's financial education interest. This dissertation is part of Stricto Sensu Post-Graduation Program in Educational Technologies in Networks, with area of interest in Educational Technologies development, and has developed the gamebook called "Henrique and the robot Dim" / Atualmente, há um grande esforço dos governantes e instituições para promover a educação financeira no Brasil, impulsionado pelas políticas sociais e econômicas que vem sendo adotadas. Paralelamente a este movimento, há uma notável evolução tecnológica e incentivo do uso didático-pedagógico das Tecnologias da Informação e Comunicação - TIC no cotidiano escolar. Dentro deste contexto, este trabalho apresenta uma investigação de como o uso do gamebook pode apoiar a aprendizagem da educação financeira infantil. Por meio de uma pesquisa de natureza aplicada, caracterizando-se quanto aos objetivos pelo tipo exploratória, orientando-se por meio de investigações bibliográficas e por procedimentos adotados em pesquisas survey, foi possível caracterizar a área de educação financeira infantil, bem como identificar como esta é trabalhada nas escolas, considerando o ambiente regional da cidade de Santa Maria/RS. Como resultado deste estudo inicial, obteve-se requisitos para o desenvolvimento de um objeto de aprendizagem que pudesse atuar como meio disseminador da educação financeira. Com a pesquisa, percebeu-se que a construção do conhecimento financeiro está sendo permeada por diversos meios tecnológicos e midiáticos, sendo um dos principais recursos utilizados para atrair a atenção das crianças é a ludicidade. Uma das formas de trabalhar com ludicidade é integração de elementos de jogos com as características de um livro, combinando tradição com a tecnologia, no intuito de acompanhar a nova realidade. Considerando essa associação, decidiu-se pelo desenvolvimento de um gamebook,que pode ser um instrumento atrativo para o ensino, sobretudo por meio do processo de migração do livro do meio físico para o meio eletrônico. Com a construção de uma narrativa contendo situações que apresentam escolhas financeiras, a criação de cenários e personagens digitais, e por fim a integração da narrativa com o ambiente digital e elementos de jogos, elaborou-se o gamebook Henrique e o Robô Dim. Com a finalidade de avaliar o gamebook desenvolvido, este foi aplicado a alunos de 5º ano de uma escola particular e de uma escola pública de Santa Maria/RS. Como resultados, observou-se que a tecnologia, como ferramenta de ensino, proporciona maior participação do aluno durante a aula, sobretudo, quando envolve ludicidade com a finalidade de educação. Também foi possível promover a discussão dos estudantes sobre o assunto educação financeira. Esta dissertação faz parte do Programa de Pós-Graduação Stricto Sensu em Tecnologias Educacionais em Rede, da linha de Desenvolvimento de Tecnologias Educacionais em Rede e gerou, como produto final, o gamebook digital denominado Henrique e o Robô Dim.
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Pour une poétique du « roman-dont-vous-êtes-le-héros » : configurativité et effets de multiversalité dans La nuit je suis Buffy Summers de Chloé Delaume, Nils Jacket contre l’Agent X de JFM et La Salamandre d’Emmanuel AquinJia, Arilys 08 1900 (has links)
Ce mémoire de maîtrise propose l’amorce d’une étude poétique et narratologique de la forme textuelle communément désignée par la périphrase « roman dont vous êtes le héros », qui enjoint à ses lecteur·ice·s d’incarner le·la protagoniste de son univers diégétique et à participer à la constitution du récit au fur et à mesure qu’il est lu. Comment la narration y parvient-elle à devenir le lieu d’une multiplicité unifiée de récits, phénomène pour le moins oxymorique, dont les virtualités s’en remettent aux décisions d’un·e lecteur·ice-personnage afin d’être actualisées ? Comment caractériser la poétique singulière de ces textes par le prisme de cette pluralité fondamentale ? Il s’agit, dans un premier temps, d’établir des assises méthodologiques qui puissent fournir une manière de taxonomie de la fiction interactive. L’approche cybertextuelle d’Espen Aarseth constitue cette base principale et permet notamment la mise en relation du roman-dont-vous-êtes-le-héros avec la forme numérique de l’hyperfiction, genre auquel il est souvent comparé en raison d’un fonctionnement hypertextuel commun. Le genre est ensuite examiné à l’aune du concept narratif de multiversalité, ce qui révèle que, si les romans-dont-vous-êtes-le-héros ne constituent pas des exemples parfaits de narration multiverselle, la pluralité des réalités possibles y est souvent thématisée ou poétisée au point où il est possible de parler d’effets de multiversalité ou, du moins, d’une téléologie multiverselle. Dans un second temps, il s’agit d’étudier chacune des trois œuvres du corpus, La nuit je suis Buffy Summers (2007) de Chloé Delaume, Nils Jacket contre l’Agent X (2007) de JFM et La Salamandre (2000) d’Emmanuel Aquin, et sa manière propre d’investir la multiversalité et le concept de réalités possibles ou virtuelles. Ce mémoire est ainsi l’amorce narratologique d’une étude poétique plus approfondie d’un genre liminaire, ni tout à fait récit ni tout à fait jeu, n’ayant joui d’aucun examen systématique. Ce faisant, il vise, de plus, à remettre en question l’application fréquente aux romans-dont-vous-êtes-le-héros, souvent hâtive ou rudimentaire, de cadres théoriques élaborés pour des formes fictionnelles plus consacrées, qui s’avèrent donc inaptes à représenter toute l’étendue poétique du genre. / This master’s thesis is the first step in a poetic and narratological study of the textual form commonly referred to as “choose-your-own-adventure books”, which invites readers to identify with its diegetic universe’s protagonist and to engage in the building of the narrative as it is read. How does narration become the site of a unified multiplicity of narratives––an oxymoron, to say the least––whose virtualities depend on the decisions of a reader-character in order to be actualized? How can we characterize the singular poetics of these texts through the prism of this fundamental plurality? The first part of the thesis is dedicated to the establishing of methodological foundations that can provide a manner of taxonomy for interactive fiction. Espen Aarseth's cybertextual approach constitutes this main basis and allows for the relation of choose-your-own-adventure books with the digital form of hyperfiction, to which it is often compared due to a common hypertextual functioning. The choose-your-own-adventure genre is then examined in the light of the narrative concept of multiversality, revealing that while choose-your-own-adventure books are not perfect examples of multiversal narrative, their thematisation or poetisation of the plurality of possible realities reaches a point where it is possible to speak of multiversal effects or, at least, of a multiversal teleology. The second part of the thesis examines each of the three works making up the main corpus, La nuit je suis Buffy Summers (2007) by Chloé Delaume, Nils Jacket contre l’Agent X (2007) by JFM and La Salamandre (2000) by Emmanuel Aquin, and each’s specific way of exploiting multiversality and the concept of possible or virtual realities. This thesis is thus intended as a narratological entry into a more in-depth poetic study of a liminal genre, neither quite narrative nor quite game, that has not yet been the object of any systematic examination. In so doing, it also aims to challenge the often hasty or rudimentary application to choose-your-own-adventure books of theoretical frameworks developed for more established fictional forms, which then prove unfit to represent the full poetic range of the genre.
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