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Título: MANSÃO DE QUELÍCERA: AN INVESTIGATION ABOUT DIGITAL GAMES WITH PEDAGOGICAL PURPOSES
Autor: LUCIANA ROCHA MARIZ CLUA
Colaborador(es): RITA MARIA DE SOUZA COUTO - Orientador
Catalogação: 10/JUL/2013 Língua(s): PORTUGUESE - BRAZIL
Tipo: TEXT Subtipo: THESIS
Notas: [pt] 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.
[en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=21738&idi=1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=21738&idi=2
DOI: https://doi.org/10.17771/PUCRio.acad.21738
Resumo:
The present research proposes an analysis and reflection about digital games with pedagogical purposes. It is based on a case study methodology and has as an object of research the game Mansão de Quelicera, which was created with the purpose of helping to teach plastic arts for the fundamental and medium stage of the Brazilian school system. This study observes the project process of a videogame development. Because of this, it brings into consideration theoric topics in order to fundament the discussion about what had been projected for the game, presenting some particular aspects of its elaboration with the usage of the student players and the vision that they have about the subject of research. For collecting the analysis data for this matter, it was made a field research, which consisted on testing the game into two different stages: one as a previous test with up to 27 students and other for deeper analysis, with only 4 students. Students from the 5th grade, between 10 and 11 years old from the Arthur Ramos Municipal School participated on this field research. From the observations of the students’ usage of the game, some questions where formulated and gave the direction for an interview with the developer of the game. This interview is described at the field analysis of the present research. Based on the reflection of what is presented in the research, it is pointed important requirements for the project of new games with pedagogical purposes.
Descrição: Arquivo:   
COVER, ACKNOWLEDGEMENTS, RESUMO, ABSTRACT, SUMMARY AND LISTS PDF    
CHAPTER 1 PDF    
CHAPTER 2 PDF    
CHAPTER 3 PDF    
CHAPTER 4 PDF    
CHAPTER 5 PDF    
CHAPTER 6 PDF    
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