Gaming practices and technologies in education: their educational potential, limitations and problems in the world-of-work and world-of-play context

Autores

  • Olga Gilyazova Ural Federal University

DOI:

https://doi.org/10.20952/revtee.v13i32.14276

Palavras-chave:

jogo, gamificação, ontologia, pedagogia, filosofia da educação

Resumo

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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Biografia do Autor

Olga Gilyazova, Ural Federal University

PhD in Philosophy, Center for the Development of Universal Competencies, Ural Federal University named after the First President of Russia B. N. Yeltsin, Ekaterinburg, Russia.

ORCID: https://orcid.org/0000-0002-6978-1162

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Publicado

2020-12-03

Como Citar

Gilyazova, O. (2020). Gaming practices and technologies in education: their educational potential, limitations and problems in the world-of-work and world-of-play context . Revista Tempos E Espaços Em Educação, 13(32), 1–23. https://doi.org/10.20952/revtee.v13i32.14276

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