Young people in play in the psychopedagogical space
Keywords:
Digital Electronic Game, Youth, School Failure, Psycho-Pedagogical CareSchoolAbstract
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 PUCRio, between 2014 and 2016. The research had as its central issue to verify if the act of playing electronic games accompanied by specific psychpedagogical 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 psychpedagogic 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 psychopedagogical 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 psychopedagogical 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.
Downloads
References
Mamede-Neves MAC. Matriz de atendimento psicopedagógico. In: Mamede-Neves MAC, Teixeira ML. Curso atendimento psicopedagógico. Rio de Janeiro: CEPERJ; 2007.
Paes de Barros C. Thermodynamic and evolutionary concepts in the formal structure of Freud’s Metapsychology. In: Arieti S. The world biennial of psychiatry and psychotherapy. New York: Basic Books; 1970.
Paín S. A função da ignorância. Porto Alegre: Artes Médicas; 1999.
Paín S. Subjetividade e objetividade: relação entre desejo e conhecimento. São Paulo: CEVEC; 1996.
Pólya G. How to Solve it: A New Aspect of Mathematical Method. Princeton: Princeton University Press; 1957.
Piaget J. A representação do mundo pela criança. Rio de Janeiro: Record; 1978.
Piaget J. Fazer e compreender. Rio de Janeiro: Melhoramentos; 1978.
Vergnaud G. Teoria dos Campos Conceituais. I Seminário Internacional de Educação Matemática. São Paulo: SBEM; 2000.
Vergnaud G. Multiplicative conceptual field: what and why? In: Guershon H, Confrey J, eds. The development of multiplicative reasoning in the learning of mathematics. Albany: State University of New York Press; 1994. p. 41-59.
von Bertalanffy L. Teoria Geral dos Sistemas. Petrópolis: Vozes; 1973.
Bakhtin M. Marxismo e filosofia da linguagem: problemas fundamentais do método sociológico na ciência da linguagem. São Paulo: Hucitec; 1981.
Huizinga J. Homo Ludens: o jogo como elemento na cultura. São Paulo: Perspectiva; 1996.
Mamede-Neves MAC. Aprendendo aprendizagem. Rio de Janeiro: PUC-Rio; 2003.
Caillois R. Les Jeux et les Hommes. Paris: Gallimard; 1991.
Macedo L. Competências e habilidades: elementos para uma reflexão pedagógica. In: Brasil. Instituto Nacional de Estudos e Pesquisas Educacionais Anísio Teixeira. Exame Nacional do Ensino Médio (Enem): fundamentação teórico-metodológica. Brasília: INEP, 2005. p. 13-28.
Vygostky LS. A Construção do Pensamento e da Linguagem. São Paulo: Martins Fontes; 2001.
Mamede-Neves MAC. Jovens em Jogo: uso de jogos eletrônicos digitais na construção do pensamento reflexivo, Projeto integrado de pesquisa, CNPQ. Rio de Janeiro: PUC-Rio; 2014.
Pichon-Rivière. O processo grupal. São Paulo: Martins Fontes; 1986.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2017 Maria Apparecida C Mamede-Neves

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.












