Gaming practices and technologies in education: their educational potential, limitations and problems in the world-of-work and world-of-play context
DOI:
https://doi.org/10.20952/revtee.v13i32.14276Palavras-chave:
jogo, gamificação, ontologia, pedagogia, filosofia da educaçãoResumo
Este artigo disserta e discute sobre as potenciais possibilidades, limitações e problemas relacionados a uso de jogos e tecnologias de jogo (tais como gamificação) na educação. Para tanto, consideramos ontologicamente os jogos como realidades condicionais. O conceito de Mundo-do-Trabalho e Mundo-do-Jogo, desenvolvido pelas ideias da fenomenologia social sobre lifeworld e Multiple Realities, é uma base metodológica para análise e diferenciação de atividades lúdicas e não lúdicas, que constitui-se como a novidade científica deste artigo. Na nossa pesquisa chegamos às seguintes conclusões: a transformação da aprendizagem em atividade lúdica fará com que os alunos se acostumem a perceber o Mundo-do-Trabalho (dever, compulsão) como uma analogia ao Mundo-do-jogo (desejo, liberdade) e a escola perderá seu papel de agente de socialização que faz a preparação para vida que na maioria doa casos atua como o Mundo-do-Trabalho-e-Tráfego e não como o Mundo-do-Jogo. Ou então os alunos se cansarão de jogar, e os jogos perderão o seu atrativo (inclusive por suspeitarem dessa tecnologia manipulativa). Como resultado, concluímos que a educação baseada em jogos, com todas as suas vantagens, não deve ser tomada como uma panaceia.
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