2026-03-302026-03-302025-11-27AVIZ, Rayssa de Queiroz Oliveira. Jogos digitais na pré-adolescência: efeitos na vida escolar e possibilidades de mediação pedagógica. 2025. 64 f. Trabalho de Conclusão de Curso (Licenciatura em Pedagogia) – Faculdade de Educação, Universidade Federal de Goiás, Goiânia, 2025.https://repositorio.bc.ufg.br//handle/ri/29944This Final Course Project (TCC) in Pedagogy at the Federal University of Goiás analyzes how digital games affect the school life of preteens between the ages of 9 and 12 and discusses possibilities for pedagogical mediation that favor the critical and conscious use of these technologies. The research, which is qualitative and bibliographic in nature, was based on studies published between 2020 and 2024, located in the databases of the Coordination for the Improvement of Higher Education Personnel (CAPES), the Brazilian Digital Library of Theses and Dissertations (BDTD), and Google Scholar. The results indicate that pre-teens have been using digital games inappropriately and without family guidance, which has repercussions on their behavior, attention, and school performance. It is evident that mediation, understood as a dialogical process, is fundamental to critically guide the responsible use of digital games. It is concluded that family and pedagogical mediation is indispensable for the balanced development and construction of digital citizenship among pre-adolescentsporAcesso Abertohttp://creativecommons.org/licenses/by-nc-nd/4.0/Jogos digitaisEfeitosPré-adolescênciaUso críticoMediação familiarMediação pedagógicaDigital gamesEffectsPre-adolescenceCritical useFamily mediationPedagogical mediationJogos digitais na pré-adolescência: efeitos na vida escolar e possibilidades de mediação pedagógicaDigital games in pre-adolescence: effects on school life and possibilities for pedagogical mediationTrabalho de conclusão de curso de graduação (TCCG)