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Authors
Abstract(s)
Atualmente, a exposição a apps e videojogos é cada vez mais notória e feita de forma precoce,
o que veio modificar certos hábitos e comportamentos, tanto para o público adulto como para
o infantil. Assim, numa era em que as novas tecnologias são uma presença constante na
sociedade, surgem novas oportunidades a nível de conteúdos educativos e formas de
aprendizagem, que poderão ter uma influência positiva no desenvolvimento infantil. Neste
contexto, tem-se observado a substituição do ato de abrir um livro pela utilização de aplicações
de leitura de ebooks, que disponibilizam outras opções para além da leitura, o que a torna mais
lúdica e divertida. Desde a antiguidade que se estuda os benefícios da literatura infantil,
sabendo-se que a leitura de contos e fábulas propicia o desenvolvimento intelectual e
emocional da criança, que se identifica com as personagens das histórias e retira ensinamentos
de vida das mesmas. Recentemente tem-se vindo a estudar o impacto que a gamificação de
conteúdos tem para a educação, tendo-se demonstrado que esta auxilia a aprendizagem e
retenção de conteúdos. Assim, ao aliar a literatura à gamificação, é possível alterar o panorama
atual, tornando a leitura mais aliciante e apelativa e, ao mesmo tempo, estimular a criatividade
e imaginação infantil através da interatividade com a história. A maioria das aplicações
relacionadas com literatura infantil disponíveis no mercado são sobre contos, mas a realidade
é que as fábulas possuem uma componente final moralizante muito mais forte, sendo a fábula
criada propositadamente com a intenção de transmitir conhecimentos, e não apenas para
divertir. Assim, neste estudo considera-se que, em comparação com a gamificação de contos,
a gamificação de fábulas poderá ser uma ferramenta mais eficaz para a estimulação da
criatividade e imaginação infantil associada ao aumento da sabedoria, sendo, portanto, uma
mais-valia para o público mais jovem, que ainda não está a ser devidamente explorada. Propôsse
com este estudo analisar se a gamificação deste tipo de narrativa realmente contribui para
a imaginação e criatividade infantil, e verificar se a gamificação digital transmite a mensagem
da fábula de uma forma mais persuasiva do que as formas de transmissão convencionais.
Com estes objetivos em vista, efetuou-se a gamificação de fábulas com o recurso a elementos
do videojogo Minecraft, um jogo de construção e exploração que permite a editação de
elementos, tais como personagens e cenários, e procedeu-se à avaliação da criatividade através
de ferramentas adaptadas para este efeito, nomeadamente, card sorting e storytelling.
Complementarmente, foi possível avaliar também qual a influência que o card sorting e
storytelling exercia na orientação de ações e comportamentos dentro da experiência de
gamificação digital.
Os resultados sobre o efeito que a gamificação de fábulas exerce na aprendizagem e
criatividade das crianças não foram conclusivos, visto existirem resultados opostos nas duas
experiências realizadas neste estudo. No entanto, o facto da experiência A ter estudado uma
amostra maior, leva-nos a sugerir que os resultados desta são mais representativos, sendo que
esta experiência mostrou que a gamificação digital de fábulas estimula positivamente a
imaginação das crianças, levando-as a produzir conteúdos mais criativos do que as crianças que
apenas tiveram acesso aos elementos das fábulas pela via tradicional. Porém, foi possível
concluir que que a atividade de escrita criativa, isto é, a conjugação do card sorting com o
storytelling, influenciou as ações da criança dentro da experiência de gamificação, o que
poderá indicar que a escrita criativa terá despoletado algo semelhante ao “Efeito Binóculo” na
criança, levando à contextualização e enriquecimento da gamificação.
Em suma, a gamificação de fábulas influencia a aprendizagem e imaginação da criança no
contexto da criação literária, e, simultaneamente, o contacto com elementos de storytelling
previamente à gamificação permite enriquecer a experiência digital gamificada, pelo que se
verificou a existência de uma relação recíproca entre as ferramentas utilizadas neste estudo.
has changed certain habits and behaviors, both for adults and children. Thus, in an age when new technologies are a constant presence in society, new opportunities for educational content and forms of learning are emerging, which may have a positive influence on child development. In this context, it has been observed the tendency for the substitution of the act of opening a book by the use of ebook reading applications, which offer other options besides reading, which makes it more playful and fun. Since the antiquity studies are made about the benefits of children's literature, so it is known that the reading of stories and fables propitiates the intellectual and emotional development of the child, who identifies with the characters of the stories and removes teachings of life from them. Recently, studies have been made about the impact that content gamification has on education, and it has been shown that it helps in learning and content retaining. Thus, by combining literature with gamification, it is possible to change the current panorama, making reading more appealing, and at the same time stimulating children's creativity and imagination through interactivity with the story. Most of the applications related to children's literature available on the market are about tales, but the reality is that fables have a much stronger moralizing final component, since the fable is purposely created with the intention of imparting knowledge, not just for fun. Thus, in this study, it is considered that in comparison with the gamification of tales, the gamification of fables could be a more effective tool for the stimulation of creativity and infantile imagination associated to the increase of wisdom, being, therefore, an added value for the younger audience, which is not yet being properly exploited. It was proposed with this study to analyze if the gamification of this type of narrative really contributes to children's imagination and creativity, and to verify if digital gamification transmits the message of the fable in a more persuasive way than the conventional forms of transmission. With these goals in view, fable gamification was made using elements of the Minecraft videogame, a game of construction and exploration that allows the editing of elements such as characters and scenarios, and the evaluation of creativity through tools adapted for this purpose, namely card sorting and storytelling. In addition, it was possible to also evaluate the influence that the card sorting and storytelling exerted in the orientation of actions and behaviors within the digital gamification experience. The results on the effect that the gamification of fables exerts on children's learning and creativity were not conclusive, since there were opposite results in the two experiments carried out in this study. However, the fact that experience A has studied a larger sample leads us to suggest that its results are more representative, and this experience has shown that the digital gamification of fables positively stimulates the children's imagination, leading them to produce content more creative than the children who only had access to the elements of the fables by the traditional way. However, it was possible to conclude that creative writing activity, that is, the combination of card sorting and storytelling, influenced the child's actions within the gamification experience, which may indicate that the creative writing will have triggered something similar to the " Binocular Effect” in the child, leading to the contextualization and enrichment of gamification. In short, the gamification of fables influences learning and the imagination of the child in the context of literary creation, and, simultaneously, the contact with storytelling elements prior to gamification allows to enrich the digital gamification experience, reason why it was verified the existence of a reciprocal relationship between the tools used in this study.
has changed certain habits and behaviors, both for adults and children. Thus, in an age when new technologies are a constant presence in society, new opportunities for educational content and forms of learning are emerging, which may have a positive influence on child development. In this context, it has been observed the tendency for the substitution of the act of opening a book by the use of ebook reading applications, which offer other options besides reading, which makes it more playful and fun. Since the antiquity studies are made about the benefits of children's literature, so it is known that the reading of stories and fables propitiates the intellectual and emotional development of the child, who identifies with the characters of the stories and removes teachings of life from them. Recently, studies have been made about the impact that content gamification has on education, and it has been shown that it helps in learning and content retaining. Thus, by combining literature with gamification, it is possible to change the current panorama, making reading more appealing, and at the same time stimulating children's creativity and imagination through interactivity with the story. Most of the applications related to children's literature available on the market are about tales, but the reality is that fables have a much stronger moralizing final component, since the fable is purposely created with the intention of imparting knowledge, not just for fun. Thus, in this study, it is considered that in comparison with the gamification of tales, the gamification of fables could be a more effective tool for the stimulation of creativity and infantile imagination associated to the increase of wisdom, being, therefore, an added value for the younger audience, which is not yet being properly exploited. It was proposed with this study to analyze if the gamification of this type of narrative really contributes to children's imagination and creativity, and to verify if digital gamification transmits the message of the fable in a more persuasive way than the conventional forms of transmission. With these goals in view, fable gamification was made using elements of the Minecraft videogame, a game of construction and exploration that allows the editing of elements such as characters and scenarios, and the evaluation of creativity through tools adapted for this purpose, namely card sorting and storytelling. In addition, it was possible to also evaluate the influence that the card sorting and storytelling exerted in the orientation of actions and behaviors within the digital gamification experience. The results on the effect that the gamification of fables exerts on children's learning and creativity were not conclusive, since there were opposite results in the two experiments carried out in this study. However, the fact that experience A has studied a larger sample leads us to suggest that its results are more representative, and this experience has shown that the digital gamification of fables positively stimulates the children's imagination, leading them to produce content more creative than the children who only had access to the elements of the fables by the traditional way. However, it was possible to conclude that creative writing activity, that is, the combination of card sorting and storytelling, influenced the child's actions within the gamification experience, which may indicate that the creative writing will have triggered something similar to the " Binocular Effect” in the child, leading to the contextualization and enrichment of gamification. In short, the gamification of fables influences learning and the imagination of the child in the context of literary creation, and, simultaneously, the contact with storytelling elements prior to gamification allows to enrich the digital gamification experience, reason why it was verified the existence of a reciprocal relationship between the tools used in this study.
Description
Keywords
Aprendizagem Card Sorting Crianças Criatividade Design de Jogos Fábulas Gamificação Imaginação Minecraft Storytelling