Video games as content? Contributions for an educational proposal based on the pedagogy of multiliteracies

Authors

DOI:

https://doi.org/10.5965/1984723822502021320

Keywords:

digital games, multiliteracies, design, education

Abstract

This essay aims to systematize and socialize contributions for an educational proposal for digital games founded on pedagogy of multiliteracies. This is a theoretical incursion that is supported by the literature pertaining to video game research field. As a result, it describes knowledge processes and learning activities based on situated practice, overt instruction, critical framework and transformed practice. Finally, it shows compatibility between the pedagogical guidance of multiliteracies and digital games as a semiotic domain.

Downloads

Download data is not yet available.

Author Biography

Gilson Cruz Junior, Universidade Federal do Oeste do Pará

Doutor em Educação pela Universidade Federal de Santa Catarina (2016). Mestre em Educação pela Universidade Federal de Santa Catarina (2012). Graduado em Educação Física pela Universidade Federal do Espírito Santo (2009). Professor adjunto no Instituto de Ciências da Educação da Universidade Federal do Oeste do Pará (ICED/UFOPA).

References

BRATHEWAITE, Brenda; SCHREIBER, IAN. Challenges for game designers:non-digital exercises for videogame designers. Boston: Cengage Learning, 2009.

COPE, Bill; KALANTZIS, Mary. A grammar of multimodality. The International Journal of Learning, Melbourne , v. 16, n. 2, 2009a. Disponível em: http://ijb.cgpublisher.com/product/pub.30/prod.2057. Acesso em: 7 abr. 2013.

COPE, Bill; KALANTZIS, Mary. “Multiliteracies”: new literacies, new learning. Pedagogies: An International Journal, London, n. 913479273, 2009b. Disponível em: http://www.tandfonline.com/doi/abs/10.1080/15544800903076044. Acesso em: 7 abr. 2013.

COPE, Bill; KALANTZIS, Mary. New media, new learning. In: COLE, Darren R.; PULLEN, David L. (org.). Multiliteracies in motion:current theory and practice. London: Routledge, 2009c. p. 85-104. Disponível em: http://newlearningonline.com/multiliteracies/files/2009/03/colenewmedianewlearningchapter.pdf. Acesso em: 12 mar. 2013.

CORNISH, Sara et al. The game jam guide. Pittsburgh: ETC Press, 2017.

COSCARELLI, Carla Viana; KERSCH, Dorotea Frank. Prefácio. In: KERSCH, Dorotea Frank; COSCARELLI, Carla Viana; CANI, Josiane Brunetti (orgs.). Multiletramentos e multimodalidade:ações pedagógicas aplicadas à linguagem. Campinas: Pontes Editores, 2016. p. 7-14.

CRUZ JUNIOR, Gilson. Gaming, cultura e ciberespaço: sobre o “mimimi” em torno de Mass Effect 3 e a compreensão “crítica” dos jogos digitais. Licere, Belo Horizonte, v.17, n. 4, p. 61-84, 2014.

CRUZ JUNIOR, Gilson. O delinquente em cada um de nós: uma introdução à pedagogia do “mau exemplo” nos videogames. Curitiba: Editora CRV, 2017.

CSIKSZENTMIHALYI, Mihalyi. Fluir: una psicologia dela felicidad. Barcelona: EditoraKairós, 2000.

DUDENEY, Gavin; HOCKLY, Nicky; PEGRUM, Mark. Letramentos digitais. São Paulo: Parábola Editorial, 2016.

FERNANDEZ-VARA, Clara. Introduction to game analysis. New York: Routledge, 2015.

GRAY, Kishonna. Race, gender and deviance in Xbox Live: theoretical perspectives from the margins. Waltham: Elsevier, 2014.

HUNICKE, Robin; LEBLANC, Marc; ZUBEK, Robert. MDA: a formal approach to game design and game research. In: PROCEEDINGS OF THE CHALLENGES IN GAME AI WORKSHOP; Nineteenth NATIONAL CONFERENCEON ARTIFICIAL INTELLIGENCE, 19, 2004, San José-California. Anais[...]. San José-California: Stanford University, 2004.

JUUL, Jesper. A casual revolution: reinventing video games and their players. Massachusetts: MIT Press, 2010.

JUUL, Jesper. Half-real:videogames entre regras reais e mundos ficcionais. São Paulo: Blucher, 2019.

KAPP, Karl; BOLLER, Sharon. Jogar para aprender:tudo o que precisa saber sobre o design de jogos de aprendizagem eficazes. São Paulo: DVS Editora, 2018.

KOSTER, Raph. A theory of fun for game design. Arizona: Paraglyph Press, 2004.

LANKOSKI, Petri; BJORK, Staffan. Formal analysis of gameplay. In: LANKOSKI, Petri; BJORK, Staffan. Game research methods:an overview. Pittsburgh: ETC Press, 2015. p. 23-35.

MARTIN-BARBERO, Jesús. A comunicação na educação. São Paulo: Contexto, 2014.

MCGONIGAL, Jane. A realidade em jogo:porque os games nos tornam melhores e como eles podem melhorar o mundo. Rio de Janeio: Best Seller, 2012.

NEWMAN, James. Playing with videogames. New York:Routledge, 2008.

ROJO, Roxane. Gêneros discursivos do círculo de Bakhtin e multiletramentos. In: ROJO, Roxane (orgs.). Escol@ conectada:os multiletramentos e as TICs. São Paulo: Parábola, 2013. p. 13-36.

RUBERG, Bonnie; SHAW, Adrienne. Queer game studies. Minneapolis: University of Minnesota Press, 2017.

SALEN, Katie; ZIMMERMAN, Eric. Regras do jogo:fundamentos do design de jogos. São Paulo: Blucher, 2012.

SCHELL, Jesse. A arte do game design:o livro original. Rio de Janeiro: Elsevier, 2011.

TAYLOR, T. L. Raising the stakes:e-sports and the professionalization of computer gaming. Massachusetts: MIT Press, 2012.

ULICSAK, Mary; WILLIAMSON, Ben. Computer games and learning: a futurelab handbook. London: Futurelab, 2010.

WOODCOCK, Jamie. Marx at arcade:consoles, controllers and class struggle. Chicago: Haymarket Books, 2019.

ZAGAL, José. A Framework for games literacy and understanding games. Future Play 2007, Ontário, p. 33-40, 2008.

Published

2021-12-10

How to Cite

CRUZ JUNIOR, Gilson. Video games as content? Contributions for an educational proposal based on the pedagogy of multiliteracies. Revista Linhas, Florianópolis, v. 22, n. 50, p. 320–350, 2021. DOI: 10.5965/1984723822502021320. Disponível em: https://www.revistas.udesc.br/index.php/linhas/article/view/18428. Acesso em: 19 may. 2024.