$$\newcommand{\bra}[1]{\left<#1\right|}\newcommand{\ket}[1]{\left|#1\right>}\newcommand{\bk}[2]{\left<#1\middle|#2\right>}\newcommand{\bke}[3]{\left<#1\middle|#2\middle|#3\right>}$$
X
INFORMAÇÕES SOBRE DIREITOS AUTORAIS


As obras disponibilizadas nesta Biblioteca Digital foram publicadas sob expressa autorização dos respectivos autores, em conformidade com a Lei 9610/98.

A consulta aos textos, permitida por seus respectivos autores, é livre, bem como a impressão de trechos ou de um exemplar completo exclusivamente para uso próprio. Não são permitidas a impressão e a reprodução de obras completas com qualquer outra finalidade que não o uso próprio de quem imprime.

A reprodução de pequenos trechos, na forma de citações em trabalhos de terceiros que não o próprio autor do texto consultado,é permitida, na medida justificada para a compreeensão da citação e mediante a informação, junto à citação, do nome do autor do texto original, bem como da fonte da pesquisa.

A violação de direitos autorais é passível de sanções civis e penais.
Coleção Digital

Avançada


Estatísticas | Formato DC |



Título: ROLE-PLAYING GAME AS A PEDAGOGICAL PROPOSAL FOR THE CO-CONSTRUCTION OF STORIES IN THE CONTEXT OF DEAFNESS
Autor: PRISCILA STAROSKY
Instituição: PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO - PUC-RIO
Colaborador(es):  MARIA DAS GRACAS DIAS PEREIRA - ADVISOR
Nº do Conteudo: 20616
Catalogação:  24/10/2012 Idioma(s):  PORTUGUESE - BRAZIL
Tipo:  TEXT Subtipo:  THESIS
Natureza:  SCHOLARLY PUBLICATION
Nota:  Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
Referência [pt]:  https://www.maxwell.vrac.puc-rio.br/colecao.php?strSecao=resultado&nrSeq=20616@1
Referência [en]:  https://www.maxwell.vrac.puc-rio.br/colecao.php?strSecao=resultado&nrSeq=20616@2
Referência DOI:  https://doi.org/10.17771/PUCRio.acad.20616

Resumo:
This study consists in presenting and discussing the development and implementation of a pedagogical proposal for the co-construction of stories by means of the Role-playing game (RPG) in a Speech Therapy (Phonoaudiology) context of literacy of deaf people, following a bilingual orientation. The researcher experienced the practice of RPG and developed an adapted proposal of the game for bilingual deaf adolescents. Moreover, the researcher analyses the co-construction of narratives, in an interactional perspective, during the multiparticipation dynamics of the game itself. The theoretical bases of the study are interdisciplinary and founded on Narrative Theory, Interactional Sociolinguistics, Vygotskyian Sociointeractionism and Multiliteracy Practices in the context of deafness. The research, which was developed in the Ambulatory of Deafness of the Speech Therapy Course at the Federal University of Rio de Janeiro, is a qualitative, participant, longitudinal exploratory study. The data was generated in six sessions in which the RPG was implemented, with the participation of four deaf adolescents and a deaf teacher (as players), a researcher on RPG and Education (as master of the game), the researcher (as assistant of the game) and an interpreter of Libras (Brazilian Sign Language). The corpus is constituted of transcription segments of face-to-face interactions among the deaf players and their mediators (master, assistant and interpreter) during the game sessions, both in Libras and in Portuguese. The results point out that the interaction and multisemiotic modes of a specific linguistic-discursive practice such as the RPG are intended for the joint creation and co-authorship of fictional narratives. From the theoretical point of view of Narrative Theory, it can be noticed that the narratives co-constructed during the game moves have, at the same time, a relationship both of proximity and of opposition to the labovian canonical structure. The activities of telling stories involve the retelling and creation of narrative scenes, in small and big narratives. The instantaneous creation of action scenes and of a parallel imaginary world in space and time, emerging from the simulation based on the story setting, makes the RPG bring to birth small fictional narratives that intersect and create coherence in the construction of a big narrative. From the methodological point of view, it can be seen that the RPG, specially the one developed for a group of deaf adolescents, promoted the interaction among these adolescents, the teacher and their mediators, with relevant literacy practices involving multiple semioses, such as: the linguistic, the visual, the spatial, the gestual and the tact-sinestesic. Therefore, the hypermediatic features of the game were fundamental for engaging the adolescents into the activity. The interactivity, essential to the game, the use of different frames, the positionings, the use of contextualization cues and of code-switching turned the RPG practice into an experience in which deaf learners could deal with new forms of telling stories. This is fundamental in the process of meaning construction and language development of deaf learners in a bilingual context.

Descrição Arquivo
COVER, ACKNOWLEDGEMENTS, RESUMO, ABSTRACT, SUMMARY AND LIST OF FIGURES  PDF
CHAPTER 1  PDF
CHAPTER 2  PDF
CHAPTER 3  PDF
CHAPTER 4  PDF
CHAPTER 5  PDF
CHAPTER 6  PDF
CHAPTER 7  PDF
REFERENCES AND ANNEX  PDF
Logo maxwell Agora você pode usar seu login do SAU no Maxwell!!
Fechar Janela



* Esqueceu a senha:
Senha SAU, clique aqui
Senha Maxwell, clique aqui