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Revista Psicopedagogia

Print version ISSN 0103-8486

Abstract

MAMEDE-NEVES, Maria Apparecida C. Young people gaming in the psycho-pedagogical space. Rev. psicopedag. [online]. 2017, vol.34, n.105, pp. 247-257. ISSN 0103-8486.

This article emerges from the data collected and critically analyzed by the research, supported by CNPq, conducted by the Youth Research Network Directory of the Education Department of PUC-Rio, between 2014 and 2016. The research had as its central issue to verify if the act of playing electronic games accompanied by specific psych-pedagogical work allows the construction of a knowledge that goes beyond the ability to play them. It has as objective to deepen two specific points of the research, which are: the construction of a taxonomy of games as a reference for the choice of those used in the workshops; the procedural description of the use of the psych-pedagogic action matrix with electronic games. With respect to the proposed taxonomy, it presents the classification of these games by the type of their main activity, their degree of difficulty presented, by Piaget 's classification according to human development and by Macedo' s classification of cognitive competences. Regarding the psycho-pedagogical matrix for use in digital games workshops, it makes its description and points out its conceptual basis that learning is, first and foremost, a dynamic process carried out by the learner who, through the narrative of how he processed his action, becomes aware of the ways his thoughts have traveled. As a conclusion, this article describes a specific psycho-pedagogical kit for workshops with digital games that is already built and contains all the information necessary for its use by educators, so that it can be applied in other scenarios with similar pedagogical characteristics.

Keywords : Digital Electronic Game; Youth; School Failure; Psycho-Pedagogical Care.

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