A formação da criança: das brincadeiras tradicionais aos jogos virtuais

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Data

2021-11-10

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Editor

Universidade Federal de Goiás

Resumo

This work aims to investigate the role and effectiveness of electronic games in the education of elementary school children and adolescents, research whether these games have real value as pedagogical tools, comprehend how this phenomenon had influenced children's games, understand this new way to play and its implications in the children's teaching/learning process. Thus, texts by authors that I've found most relevant to this research, my experience as an intern at the ONG SETE and some internet sites that addressed the subject were chosen analyzed by me. In relation to the selected texts, the relevance of kid's games was analyzed with a view to the new way of playing that has been growing in contemporary times, its reach within the child's intellectual, motor and social formation. As for my experience as an intern at SETE, I could observe in real life the application of electronic games, developed and made available for fun and entertainment, as pedagogical tools applied in teaching Portuguese and Mathematics to children and adolescents aged six (6) to seventeen (17), students with vulnerability socioeconomic status, residents of the Madre Germana II neighborhood of the city of Aparecida de Goiânia, public school students and students from many different schools, even students who work after school hours. With positive results regarding the use of these new tools, however, some precautions were identified when using it due to the wide range of connectivity plus child's exposure to a virtual world almost without borders or distances. However, with the guidance of an educator, this tool is limited only by the mediator's creativity.

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Palavras-chave

Jogos eletrônicos, Educação infanto-juvenil, Conectividade, O novo brincar, Electronic games, Children's education, Connectivity, The new way of playing

Citação

TEIXEIRA, Leonino Ceres. A formação da criança: das brincadeiras tradicionais aos jogos virtuais. 2021. 49 f. Trabalho de Conclusão de Curso (Graduação) – Faculdade de Educação, Universidade Federal de Goias, Goiânia, 2021.