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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
141

A comparison of the self-concept, achievement motivation, and feminine role perception between traditional college-age women and nontraditional college-age women in a small college environment /

Schrader, Marie Menza January 1977 (has links)
No description available.
142

Tabletop Role-Playing Games and the Actual Play Show: Author, Audience, and Adaptation

Whittemore, Rhys Duncan 15 June 2021 (has links)
Though tabletop role-playing games, or TRPGs, have received some scholarly attention since the creation of Dungeons and Dragons in the 1970s, very few scholars have considered how TRPGs function as a vehicle for long-form narrative. As an inherently collaborative form of narrative, the TRPG demonstrates a unique relationship between author and audience, as participants take on both roles during play. Previous narratological models of author-audience interaction are insufficient to understand the way that authorship functions in the TRPG, and the rise of actual play shows, where TRPGs are broadcast for an audience of nonparticipants, adds an extra layer of complexity to these author-audience relations. This thesis identifies key narrative elements of the TRPG, including game mechanics, framing, and collaboration, and examines how popular actual play shows and their graphic adaptations engage with these elements to create their narratives. This examination indicates that TRPGs create complex author-webs where each participant is both author and audience, and this influence pushes actual play shows and further adaptations of TRPG narratives to expand the ways in which audiences can influence and interact with narratives as they are created. The TRPG genre continues to explore how these elements can be developed beyond traditional understandings of narrative, and this development provides a framework for further narratological study of interactive works, which will only continue to evolve and grow in popularity and complexity in the continuing digital era. / Master of Arts / The tabletop role-playing game, or TRPG, has been growing in popularity since the creation of Dungeons and Dragons in the 1970s, and the rise of the actual play show, where a TRPG game is broadcast to viewers via video or podcast, has spurred both casual and scholarly interest in the TRPG. Players of TRPGs create narratives through collaborative storytelling moderated by certain rules and game mechanics, so each participant in a TRPG acts as both author and audience, as they create certain elements of the narrative and also witness the narrative creations of the other players. This particular collaborative author-audience model is not seen in any other form of narrative, and existing models of author-audience interactions do not account for authorship in the TRPG. Therefore, this thesis examines how several elements of the TRPG, such as the use of game mechanics to structure the narrative, the multiple frames in which players interact with each other, and the collaboration inherent in every game, contribute to the ways that authorship and audience interact in the narrative. It also looks at how popular actual play shows and the graphic novels they've created of their narratives engage with these elements to create their own unique audience interactions. As audience participation in the development of the stories they're consuming become more prominent with the rise of video games and other interactive media, an understanding of the evolving relationship between authorship and audience developed by the TRPG becomes important for examining interactive works in general.
143

Um estudo do perfil textual de role playing games \'pedagógicos\' / A study of textual profile of pedagogical role-playing games

Martins, Cristina de Matos 19 October 2007 (has links)
Este trabalho estuda as características textuais dos chamados role playing games \'pedagógicos\', com uma dupla finalidade: explicitar alguns dos aspectos que distinguem o jogo de aventura enquanto um tipo de texto, e refletir sobre sua utilização como instrumento pedagógico. O corpus é constituído por dois jogos de aventura com finalidade pedagógica, veiculados em dois suportes: um encarte e um livro. O encarte-jogo integra a Revista do Ensino Médio do MEC (2004) e traz um jogo de aventura bastante simplificado, A travessia do Liso do Suçuarão, baseado no romance Grande Sertão: veredas, de Guimarães Rosa. O livro-jogo traz uma aventura mais complexa que versa sobre o roubo de uma tela de Portinari, O resgate de \"Retirantes\", e faz parte da série Mini-Gurps, desenvolvida para jogadores iniciantes, publicada pela Editora Devir (SP). O quadro teórico que orienta a pesquisa está centrado, principalmente, em aportes da teoria ergódica da literatura, proposta por Aarseth (1997) e, quando necessário e pertinente, foram consideradas também as contribuições de outros teóricos do texto e do discurso, particularmente, os trabalhos de Koch (2002; 2003; 2005) e Maingueneau (1996; 1997; 2001; 2002; 2004). Os jogos de aventura selecionados foram analisados em duas etapas: uma de leitura e outra de observação de uma partida sobre um desses jogos. Na etapa de leitura, o analista coloca-se como operador do texto do jogo com o objetivo de aprendê-lo, explicitando as características hipertextuais desse tipo de texto e as habilidades de leitura que ele requer. Na etapa de observação de uma partida do livro-jogo O resgate de \"Retirantes\", o analista desvela, a partir da ação do Mestre e de sua interação com o grupo de jogadores, a atualização de uma versão possível dessa aventura: proximidade ou distanciamento em relação à aventura proposta no livro-jogo. A explicitação de algumas das características ergódicas desses dois jogos de aventura levam a rediscutir o componente pedagógico que se vem associando a eles. A finalidade pedagógica dos jogos não está centrada no conteúdo informacional que o texto de ficção ajudaria a transmitir, mas sim nas habilidades de leitura e de representação dos jogos. / This paper studies the textual characteristics of the so-called pedagogical role-playing games, with a dual purpose: to explain some of the aspects that distinguish the adventure game as a kind of text and to reflect upon its usage as a pedagogical instrument. The corpus comprises two adventure games with pedagogical purposes, present in two means: an insert and a book. The insert-game is part of Revista do Ensino Médio do MEC (2004) and offers a very simplified adventure game, A travessia do Liso do Suçuarão, based on the novel Grande Sertão: veredas by Guimarães Rosa. The book-game delivers a more complex adventure that talks about the robbery of a Portinari canvas, O resgate de \"Retirantes\" and is part of the Mini-Gurps series, created for beginners, published by Editora Devir (SP). The theoretical frame that guides the research is mainly focused on contributions of the ergodic literary theory proposed by Aarseth (1997), and, whenever necessary and relevant, contributions from other text and discourse theorists were taken into account, especially the works by Koch (2002; 2003; 2005) and Maingueneau (1996; 1997; 2001; 2002; 2004). The selected adventure games underwent a two-step analysis: a reading stage, and one consisting of an observation of a session of one of these games. In the reading step, the analyst places herself as the game operator with the aim of learning it, exposing the hypertextual characteristics of this kind of text and the reading skills it requires. In the observation stage of a session of the book-game O resgate de \"Retirantes\", the analyst reveals, from the Master\'s action and his interaction with the group of players, the update of a possible version of this adventure: proximity or distance towards the adventure proposed in the book-game. Revealing some of the ergodic features of these two adventure games leads to discussing again the pedagogical component that has been associated to them. The pedagogical aim of the games is not centered on the informational content that the fiction text would help spread, but on the reading and representation skills of the games.
144

Os roleplaying games (RPGs) e a performance na psicologia do luto / Roleplaying games (RPGs) and Performance in Grief Psychology

Santos, Eliandro Antonio Sordi dos 14 December 2017 (has links)
Jogar é uma atividade inerente à experiência humana. Em razão disso, os jogos e o jogar, enquanto fenômenos culturais, são amplamente estudados pela psicologia e pela antropologia nos seus aspectos de linguagem e estrutura. Alguns desses estudos, no que tangem à performance, abordam os jogos enquanto rituais transformadores. Uma das modalidades de jogo que vai se enquadrar nesse contexto são os jogos narrativos de interpretação (RPG), que já tem sido aplicados à práticas educacionais mas ainda carece de mais olhares da psicologia. Os objetivos desse estudo são, justamente, entender como o RPG pode ser utilizado enquanto um instrumento de psicoterapia e qual o benefício desse procedimento. Partindo desse princípio, foram escolhidos para este estudo 6 casos de atendimentos em psicoterapia realizados pelo autor que se valeram do uso de jogos de interpretação como um instrumento de avaliação e elaboração. A seleção dos casos incluiu a presença de um processo de luto, seja por uma perda concreta ou simbólica, como variável. A escolha desse recorte se deu pela inerente experiência humana da perda e da consciência de término. Já a reflexão sobre o conteúdo, e sua relação com a performance e a psicologia, é feita sob a ótica da teoria linguística bakhtinana e as contribuições da antropologia. O que se encontra ao analisar os casos apresentados é potencial dos jogos narrativos em projetar conteúdo dos pacientes nos personagens criados ou nas histórias narradas durante o jogo. Isso se deve, muito provavelmente, pelo ato de fantasiar servir como uma comunicação do inconsciente. Mais ainda, também se observa o jogar como uma caminho de escuta de si mesmo e, consequentemente, uma porta para ressignificação. Também se encontra que o processo de luto é, em verdade, parte de uma narrativa sobre os afetos, não sobre as perdas. Para tanto, é necessária a escuta dessa narrativa. A partir disso, é discutido como não só os jogos de interpretação, mas também o processo psicoterapêutico é um ritual. Paciente e psicólogo, quando dispostos e conscientes desse ritual, estão a tecer juntos uma narrativa transformadora. Assim sendo, conclui-se que os jogos de interpretação podem ser instrumentos valiosos na construção de um enfrentamento do luto. É necessário que o psicólogo se permita uma sensibilidade e uma flexibilidade em buscar a estética na história que se conta e se escuta, de forma que também o paciente se permita dar novos lugares a velhos sofrimentos. A psicoterapia está longe de ser uma técnica encerrada em si mesmo e em seu campo do saber / Playing is an activity inherent in human experience. For this reason, games and play as cultural phenomena are widely studied by psychology and anthropology in their aspects of language or structure. Some of these studies, as far as performance is concerned, approach games as transforming rituals. One of the modalities of game that fit in this context are the narrative roleplaying games, which have already been applied to educational practices but still lack more looks of psychology. Objectives of this study are precisely to understand how the RPG can be used as an instrument of psychotherapy and what the benefit of this procedure. Based on this principle, 6 cases of psychotherapy by this author care were chosen for this study, using the use of interpretation games as an evaluation and elaboration tool. The selection of cases included the presence of a grieving process, either by a concrete or symbolic loss, as variable. That choice was by the inherent human experience of loss and consciousness of termination. Reflections on content, and its relation to performance and psychology, was maded from the perspective of Bakhtin\'s linguistic theory and the contributions of anthropology. What is in analyzing the cases presented is the potential of roleplaying games in projects patient content in the characters created or stories narrated during the game. This is most probably due to the fantasy serving as a communication of the unconscious. Moreover, it also observes play as a way of listening to oneself and, consequently, a door for resignifying. It founds that the process of mourning is actually part of a narrative about affections, not about its losses. So being it is necessary to listen to this narrative. From this point it is discussed as not only the roleplaying games, but also the psychotherapeutic process is ritual. Patient and psychologist when willing and aware of this ritual are weaving together a transformative narrative. Thus, it is concluded that the role-playing games can be valuable tools in construction of a work of mourning. It is necessary for the psychologist to allow himself a sensitivity and a flexibility in seeking the aesthetics in the story that is told and is listened, so as that the patient also allows himself to give new places to old sufferings. Psychotherapy is far from being a closed technique in yourself and in your field of knowledge
145

Um estudo do perfil textual de role playing games \'pedagógicos\' / A study of textual profile of pedagogical role-playing games

Cristina de Matos Martins 19 October 2007 (has links)
Este trabalho estuda as características textuais dos chamados role playing games \'pedagógicos\', com uma dupla finalidade: explicitar alguns dos aspectos que distinguem o jogo de aventura enquanto um tipo de texto, e refletir sobre sua utilização como instrumento pedagógico. O corpus é constituído por dois jogos de aventura com finalidade pedagógica, veiculados em dois suportes: um encarte e um livro. O encarte-jogo integra a Revista do Ensino Médio do MEC (2004) e traz um jogo de aventura bastante simplificado, A travessia do Liso do Suçuarão, baseado no romance Grande Sertão: veredas, de Guimarães Rosa. O livro-jogo traz uma aventura mais complexa que versa sobre o roubo de uma tela de Portinari, O resgate de \"Retirantes\", e faz parte da série Mini-Gurps, desenvolvida para jogadores iniciantes, publicada pela Editora Devir (SP). O quadro teórico que orienta a pesquisa está centrado, principalmente, em aportes da teoria ergódica da literatura, proposta por Aarseth (1997) e, quando necessário e pertinente, foram consideradas também as contribuições de outros teóricos do texto e do discurso, particularmente, os trabalhos de Koch (2002; 2003; 2005) e Maingueneau (1996; 1997; 2001; 2002; 2004). Os jogos de aventura selecionados foram analisados em duas etapas: uma de leitura e outra de observação de uma partida sobre um desses jogos. Na etapa de leitura, o analista coloca-se como operador do texto do jogo com o objetivo de aprendê-lo, explicitando as características hipertextuais desse tipo de texto e as habilidades de leitura que ele requer. Na etapa de observação de uma partida do livro-jogo O resgate de \"Retirantes\", o analista desvela, a partir da ação do Mestre e de sua interação com o grupo de jogadores, a atualização de uma versão possível dessa aventura: proximidade ou distanciamento em relação à aventura proposta no livro-jogo. A explicitação de algumas das características ergódicas desses dois jogos de aventura levam a rediscutir o componente pedagógico que se vem associando a eles. A finalidade pedagógica dos jogos não está centrada no conteúdo informacional que o texto de ficção ajudaria a transmitir, mas sim nas habilidades de leitura e de representação dos jogos. / This paper studies the textual characteristics of the so-called pedagogical role-playing games, with a dual purpose: to explain some of the aspects that distinguish the adventure game as a kind of text and to reflect upon its usage as a pedagogical instrument. The corpus comprises two adventure games with pedagogical purposes, present in two means: an insert and a book. The insert-game is part of Revista do Ensino Médio do MEC (2004) and offers a very simplified adventure game, A travessia do Liso do Suçuarão, based on the novel Grande Sertão: veredas by Guimarães Rosa. The book-game delivers a more complex adventure that talks about the robbery of a Portinari canvas, O resgate de \"Retirantes\" and is part of the Mini-Gurps series, created for beginners, published by Editora Devir (SP). The theoretical frame that guides the research is mainly focused on contributions of the ergodic literary theory proposed by Aarseth (1997), and, whenever necessary and relevant, contributions from other text and discourse theorists were taken into account, especially the works by Koch (2002; 2003; 2005) and Maingueneau (1996; 1997; 2001; 2002; 2004). The selected adventure games underwent a two-step analysis: a reading stage, and one consisting of an observation of a session of one of these games. In the reading step, the analyst places herself as the game operator with the aim of learning it, exposing the hypertextual characteristics of this kind of text and the reading skills it requires. In the observation stage of a session of the book-game O resgate de \"Retirantes\", the analyst reveals, from the Master\'s action and his interaction with the group of players, the update of a possible version of this adventure: proximity or distance towards the adventure proposed in the book-game. Revealing some of the ergodic features of these two adventure games leads to discussing again the pedagogical component that has been associated to them. The pedagogical aim of the games is not centered on the informational content that the fiction text would help spread, but on the reading and representation skills of the games.
146

„Ich nehme etwas für meine persönliche Balance mit“ – Eine explorative Studie zum Erleben von Erholung in Massively Multiplayer Online Role-Playing Games

Kunstmann, Maria, Staar, Henning, Janneck, Monique 06 November 2014 (has links) (PDF)
Der vorliegende Beitrag hat das Ziel, an bestehende Beiträge aus der Erholungsforschung anzuknüpfen und mittels einer qualitativen Interviewstudie zu eruieren, welchen Beitrag das Genre der MMORPGs für die Erholungsforschung liefern kann.
147

Korelace talentu a vývoje v houslové hře / Correlation of Talent and Progression in Violin Playing

Bendová, Zuzana January 2018 (has links)
The diploma thesis called Correlation of Talent and Progression in Violin Playing is focused on the talent and aptitude for playing the violin. In the first place, it is concerned with the general terms of talent and aptitude and their diverse definitions and it brings findings and opinions of various theorists. It also discusses the difference between these two notions. Further, it narrows its focus on musical talent and related concepts, such as musical development of children, the inheritance of talent as well as brilliance. The second part of the theoretical part deals with the specifics of talent for playing the violin and important prerequisites for the interpret successful development of interpret. The practical part introduces eight semi-structured, qualitative interviews with professional violin players about their talent and musical development. The aim was to compare the theoretical findings with the real experience followed by a summary.
148

Os roleplaying games (RPGs) e a performance na psicologia do luto / Roleplaying games (RPGs) and Performance in Grief Psychology

Eliandro Antonio Sordi dos Santos 14 December 2017 (has links)
Jogar é uma atividade inerente à experiência humana. Em razão disso, os jogos e o jogar, enquanto fenômenos culturais, são amplamente estudados pela psicologia e pela antropologia nos seus aspectos de linguagem e estrutura. Alguns desses estudos, no que tangem à performance, abordam os jogos enquanto rituais transformadores. Uma das modalidades de jogo que vai se enquadrar nesse contexto são os jogos narrativos de interpretação (RPG), que já tem sido aplicados à práticas educacionais mas ainda carece de mais olhares da psicologia. Os objetivos desse estudo são, justamente, entender como o RPG pode ser utilizado enquanto um instrumento de psicoterapia e qual o benefício desse procedimento. Partindo desse princípio, foram escolhidos para este estudo 6 casos de atendimentos em psicoterapia realizados pelo autor que se valeram do uso de jogos de interpretação como um instrumento de avaliação e elaboração. A seleção dos casos incluiu a presença de um processo de luto, seja por uma perda concreta ou simbólica, como variável. A escolha desse recorte se deu pela inerente experiência humana da perda e da consciência de término. Já a reflexão sobre o conteúdo, e sua relação com a performance e a psicologia, é feita sob a ótica da teoria linguística bakhtinana e as contribuições da antropologia. O que se encontra ao analisar os casos apresentados é potencial dos jogos narrativos em projetar conteúdo dos pacientes nos personagens criados ou nas histórias narradas durante o jogo. Isso se deve, muito provavelmente, pelo ato de fantasiar servir como uma comunicação do inconsciente. Mais ainda, também se observa o jogar como uma caminho de escuta de si mesmo e, consequentemente, uma porta para ressignificação. Também se encontra que o processo de luto é, em verdade, parte de uma narrativa sobre os afetos, não sobre as perdas. Para tanto, é necessária a escuta dessa narrativa. A partir disso, é discutido como não só os jogos de interpretação, mas também o processo psicoterapêutico é um ritual. Paciente e psicólogo, quando dispostos e conscientes desse ritual, estão a tecer juntos uma narrativa transformadora. Assim sendo, conclui-se que os jogos de interpretação podem ser instrumentos valiosos na construção de um enfrentamento do luto. É necessário que o psicólogo se permita uma sensibilidade e uma flexibilidade em buscar a estética na história que se conta e se escuta, de forma que também o paciente se permita dar novos lugares a velhos sofrimentos. A psicoterapia está longe de ser uma técnica encerrada em si mesmo e em seu campo do saber / Playing is an activity inherent in human experience. For this reason, games and play as cultural phenomena are widely studied by psychology and anthropology in their aspects of language or structure. Some of these studies, as far as performance is concerned, approach games as transforming rituals. One of the modalities of game that fit in this context are the narrative roleplaying games, which have already been applied to educational practices but still lack more looks of psychology. Objectives of this study are precisely to understand how the RPG can be used as an instrument of psychotherapy and what the benefit of this procedure. Based on this principle, 6 cases of psychotherapy by this author care were chosen for this study, using the use of interpretation games as an evaluation and elaboration tool. The selection of cases included the presence of a grieving process, either by a concrete or symbolic loss, as variable. That choice was by the inherent human experience of loss and consciousness of termination. Reflections on content, and its relation to performance and psychology, was maded from the perspective of Bakhtin\'s linguistic theory and the contributions of anthropology. What is in analyzing the cases presented is the potential of roleplaying games in projects patient content in the characters created or stories narrated during the game. This is most probably due to the fantasy serving as a communication of the unconscious. Moreover, it also observes play as a way of listening to oneself and, consequently, a door for resignifying. It founds that the process of mourning is actually part of a narrative about affections, not about its losses. So being it is necessary to listen to this narrative. From this point it is discussed as not only the roleplaying games, but also the psychotherapeutic process is ritual. Patient and psychologist when willing and aware of this ritual are weaving together a transformative narrative. Thus, it is concluded that the role-playing games can be valuable tools in construction of a work of mourning. It is necessary for the psychologist to allow himself a sensitivity and a flexibility in seeking the aesthetics in the story that is told and is listened, so as that the patient also allows himself to give new places to old sufferings. Psychotherapy is far from being a closed technique in yourself and in your field of knowledge
149

Making believe, together: a pilot study of the feasibility and potential therapeutic utility of a family tabletop role-playing game

Breen, Lorna 01 September 2021 (has links)
Interventions for children and their families have traditionally stemmed from two interrelated frameworks: play-based child therapies, and family therapies (Gil, 2015). Integrated family play therapy frameworks aim to capitalize on the strengths of both approaches by combining meaningful engagement of children through play, and systems-level insights into patterns of family functioning and interaction (Gil, 2015). A virtually unexplored avenue for play-based therapeutic applications of role-play that may lend themselves to an integrated family play therapy framework are tabletop role-playing games (TRPGs); cooperative and narrative-based games wherein players adopt the role of fictional characters as they navigate a fantasy setting arbitrated by a game master. Case studies on the use of TRPGs with children and young adults have yielded initial evidence of their potential therapeutic utility (e.g., Blackmon, 1994; Enfield, 2007; Rosselet & Stauffer, 2013), however, research on their application is limited, particularly with families. The current study pilot tested an original TRPG module (“The Family Tabletop Adventure”) for use with families to establish the module’s potential therapeutic utility and identify targets for further refinement. A sample of three family groups (N = 11) were recruited to participate in six weekly online sessions (a 1-hour introductory session, four 1.5- to 2-hour game sessions, and a 1-hour exit interview). A variety of mixed-method measures were used to assess family functioning at baseline and post-game, including observational coding, self-report, and qualitative group interviews. Exploratory analyses of the findings indicated the module’s feasibility of implementation and ease of use, low iatrogenic risk, perceptions by families as fun and engaging, and potential utility across a range of family processes relevant to therapeutic contexts, including communication and problem solving, positive interactions and relationship building, and the generation of novel insights about family members. Family feedback was used to identify several targets for additional refinement of the game module to improve families’ comprehension and engagement with the game. The implications of these findings and their relevance to the use of TRPGs in family intervention contexts are discussed. / Graduate / 2023-08-26
150

Promoção de alfabetização científica em sentido estendido por meio do desenvolvimento de um Role-Playing Game (RPG) / Promotion of scientific literacy in extended sense through the development of a Role-Playing Game (RPG)

Alves, Vânia de Oliveira 04 September 2018 (has links)
A expressão scientific literacy surgiu nos anos 1950 e tornou-se uma aspiração, dado o relativo consenso de que seja fundamental para a cidadania. Embora indicadores nacionais e internacionais evidenciem defasagens e muitos trabalhos acadêmicos visem aprimorar o scientific literacy, restam ainda controvérsias quanto aos significados deste termo e a o escopo de \"cidadania\" e as formas de articular essas demandas a estratégias didáticas viáveis para o contexto escolar. A dissertação consiste em uma pesquisa qualitativa, de natureza interpretativa e do tipo estudo de caso. Nesse sentido, o trabalho destrincha o termo scientific literacy com base em estudos sobre tradução, ensino de língua materna e ensino de ciências, para justificar a adoção do termo \"alfabetização científica em sentido estendido\" e identificar os elementos que devem estar presentes em uma estratégia didática para sua promoção. A partir desses dados, foi elaborado um Role-Playing Game (RPG) aplicado em duas realidades educacionais: o Ensino Médio (Aplicação 1) e o Ensino Superior (Aplicação 2). O RPG desenvolvido foi ambientado em Lorena/SP e adotou como temática o rompimento da barragem de rejeitos de mineração em Mariana/MG. As personagens do RPG eram instituições tidas como patrimônios culturais e/ou representantes de minorias no enredo do jogo. Nas duas aplicações, os estudantes dividiram-se em equipes para interpretar as personagens, cujas ações foram conduzidas por meio de mapas conceituais (Aplicação 1) e verbalmente (Aplicação 2). Os resultados das duas aplicações foram avaliados quanto às particularidades que envolveram sua implementação e quanto à pertinência para a promoção da alfabetização científica em sentido estendido. Evidenciou-se a necessidade de novos arranjos curriculares que viabilizem o exercício, em sala de aula, dos elementos da alfabetização científica em sentido estendido. / Scientific literacy is an expression that appeared in the 1950s and became an aspiration due to the relative consensus that it is fundamental to a citizenship. Although national and international indicators show gaps and many academic papers aim to improve scientific literacy, there are remaining controversies regarding the meanings of this term, the scope of \"citizenship\" and the ways to articulate these demands to viable didactic strategies for the school context. The dissertation consists of a qualitative research, of an interpretative nature and of the case study type. This work breaks down the term scientific literacy based on studies of translation, mother tongue teaching and science teaching, to justify the adoption of the term \"scientific literacy in an extended sense\" and to identify elements that must be present in a didactic strategy for its promotion. From these data, a Role-Playing Game (RPG) was elaborated and applied in two educational realities: High School (Application 1) and Higher Education (Application 2). The developed RPG was set in Lorena, SP, Brazil and adopted as theme the breakdown of the mine tailings dam in Mariana, MG, Brazil. The characters of the RPG were institutions considered cultural assets and/or representatives of minorities in the plot of the game. In both applications, students were divided into teams to interpret these characters whose actions were conducted through conceptual maps (Application 1) and verbally (Application 2). The results of the two applications were evaluated regarding the particularities involved in its implementation and the capacity to promote scientific literacy in an extended sense. It was evidenced the need for new curricular arrangements that allow the exercise, in the classroom, of the elements of scientific literacy in an extended sense.

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