A formação da criança: das brincadeiras tradicionais aos jogos virtuais
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Data
2021-11-10
Autores
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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.
Descrição
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.