Jogos digitais como ferramenta para o trabalho da corporeidade e movimento no processo de aprendizagem

In view of the great importance of moving for children, movement should be part of the experience at school, thus becoming a constructive part of learning. This training process is not onl y linked to cognitive learning, but also to the development of the senses and the body. According to Reiner Hil...

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Bibliographic Details
Author: Souza, Jadson Lucas Gomes
Format: master thesis
Status:Published version
Publication Date:2021
Country:Brasil
Institution:Universidade Federal do Rio Grande do Norte (UFRN)
Repository:Repositório Institucional da UFRN
Language:Portuguese
OAI Identifier:oai:repositorio.ufrn.br:123456789/47185
Online Access:https://repositorio.ufrn.br/handle/123456789/47185
Access Level:Open access
Keyword:Jogos educacionais digitais
Aprendizagem baseada em jogos digitais
Movimento corporal
Exer- learnings
Description
Summary:In view of the great importance of moving for children, movement should be part of the experience at school, thus becoming a constructive part of learning. This training process is not onl y linked to cognitive learning, but also to the development of the senses and the body. According to Reiner Hildebrandt, thinking about teaching as a whole, body and mind, is a problem that has not been solved by schools to this date, which results in a gr oss separation between the head (thinking) and the rest of the body. Aiming to harness interdisciplinarity when moving, with a view to breaking this barrier of separation of body and mind, we seek to validate games capable of perceiving the child's movemen ts in order to generate realtime interaction with digital dynamics that encourage same. The project seeks to develop game prototypes using Scratch to help children in teaching, involving physical interaction. From this perspective, there is the insertion of the child in a playful digital environment with activities that develop the expected skills, where the movements interact with them. To support this discussion, the present work has as theoretical foundation the Digital gamebased learning combined with exercises, the exerlearnings. Exerphysical learnings for this work bring the possibility of integrating movement in the area of languages, no longer being an exclusive factor for the Physical Education discipline. It is expected that the device contri butes positively to the education of children, making the concepts in the area of languages to be worked on and experienced, in addition to other added benefits that come from its application, from moving. The game enables not only teachers to deal wit h learning as a whole, from the body to the mind, but also aims to encourage children to be more active in the process, so that they stop being mere consumers and become protagonists of their own knowledge, actively participating in the dynamics.