Pokémon Go na educação

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Data

2021-05-28

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Editor

Universidade Federal de Goiás

Resumo

After the great wave of success of the Pokémon GO game, there was scientific interest in analyzing its nuances. Thus, this work aimed to analyze the academic production in the area of ​​education and physical education about the game Pokémon GO. To do so, we used a systematic review, in which we searched the Google Academic, SciELO and Redalyc platforms. We limited ourselves to searching and analyzing studies made in Portuguese and that had "Pokemon Go" in their title. At the end, we find 10 articles that deal with Pokémon GO in the area of ​​education and bring contributions about its potential and limitations. It can be verified the contributions in socialization, in collective thinking, in addition to the game can be used as a tool for teaching content in various areas of knowledge, such as biology, history, mathematics, etc. We also realized that Pokémon GO can encourage the logic of consumption, in addition to having limits such as the need to leave the school environment to use its augmented reality potential, its use only as a tool for teaching certain content also seems to limit the contributions that the game can intrinsically bring to education. Based on the analysis, it can be seen that there is no scientific research in Portuguese about Pokémon GO in physical education, and considering its potential, the relationship between technologies and games in schools must be problematized, and Physical Education seems to be a prime location for that.

Descrição

Palavras-chave

Pokémon GO, Educação, Educação Física, Jogos digitais, Tecnologias

Citação

CARRIJO, Kenji. Pokémon GO na educação. 2021. 56f. Trabalho de Conclusão de Curso (Graduação) – Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, 2021.