Aparição de novos paradigmas geracionais na educação – transmedia, remix e gamification

Ventura, Mário , Azevedo, José and Moutinho, Nuno Aparição de novos paradigmas geracionais na educação – transmedia, remix e gamification., 2013 . In VI Encontro Ibérico EDICIC, Porto (Portugal), 4-6 November 2013. [Conference paper]

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English abstract

Videogames have been approaching the needs of gamers, stimulating their creativity by the advanced immersion and flow, great gameplay and adjusted difficulty to provide users with an increasing engagement state in virtual space of electronic games. In recent years the research in this area has grown in an exponential way, exploring topics such as socio- cultural preeminence, cognitive benefits, edutainment games and commercial digital games that contain educational elements and how these can be an addition to traditional teaching in the classroom. On the other hand, educational games are becoming more seductive, challenging and effective due to collaboration between educators and programmers in the development of dual focus, entertainment and education. The new generations brought with them a shift paradigm of digital natives, whose existence has been lived among the most assorted technological gadgets and capable of processing information in a very efficient way, working in a multi-threading manner, and essentially digital cores. This generation prefers the random access, graphics, hypertext and network with its pairs, mainly notorious in the ongoing universe of videogames. This media convergence culture translates into the emergence of transmedia storytelling, the personalization of the games and the modification of audiovisual contents, known as remix. In the present research, 49 students of 2 classes of the 8th grade, in the context of Sciences, in one school year, used three kinds of games, a commercial game (Spore), an edutainment videogame (CellCraft) and finally an indie (Minecraft). The evaluation of the performances and the analysis of the classes’ results considered several instruments, such as questionnaires based on uses and gratifications in games, interests and experiences about Science outside school, computational skills and behaviours in games and media. These surveys were implemented before and after exposure to videogames. Several short-films were made with transmedia strategy by using remixes based on Minecraft. We also used other tools such as audio-visual capture, participant observation and traditional face-to-face interviews with teachers and students.

Portuguese abstract

Os videojogos têm vindo a tornar-se cada vez mais próximos das necessidades dos jogadores, estimulando a criatividade, com um fator de imersão avançado, jogabilidade adequada e dificuldade controlada para conseguir aumentar o engagement dos utilizadores no espaço virtual dos jogos eletrónicos. Nos últimos anos, as investigações dos jogos digitais aumentaram exponencialmente, analisando-se tópicos como o potencial sociocultural dos jogos, benefícios cognitivos, edutainment e convergência entre jogos comerciais e de contexto educativo. Por outro lado, os videojogos educativos têm-se tornado mais cativantes, desafiadores e eficazes devido à colaboração entre educadores e programadores no desenvolvimento de jogos de duplo foco (lúdico e educativo). As novas gerações trouxeram consigo um novo paradigma dos nativos digitais, cuja existência é passada entre os mais diversos meios tecnológicos, processando a informação de forma bastante eficiente, efetuando multitarefas essencialmente digitais. Esta geração mostra preferência pelo acesso aleatório, gráficos, hipertexto e trabalho em rede com pares, especialmente notória no universo crescente dos videojogos. Esta cultura de convergência traduz-se ainda no transmedia storytelling, na personalização dos videojogos e na alteração dos conteúdos audiovisuais, conhecida como remix. Na presente investigação, 49 alunos de duas turmas pertencentes ao 8.o ano, no âmbito da disciplina de Ciências Naturais, e num período de 1 ano letivo, utilizaram videojogos de três tipos, um comercial (Spore), outro edutainment (CellCraft) e um independente (Minecraft). A análise e comparação dos resultados tiveram por base um questionário sobre os usos e gratificações proporcionados pelos jogos e interesses e experiências, fora da escola, sobre Ciência. O questionário contemplou a destreza computacional e hábitos de consumos dos jogos e dos media. Estes foram efetuados antes e após a exposição aos jogos. Foram ainda realizadas curtas-metragens transmedia storytelling com recurso a remixes, baseadas no Minecraft. Recorreram-se ainda a outros instrumentos, tais como a gravação audiovisual, a observação participante e as entrevistas presenciais a docentes e alunos.

Item type: Conference paper
Keywords: videojogos, edutainment, transmedia, gamification, videogames
Subjects: C. Users, literacy and reading.
C. Users, literacy and reading. > CD. User training, promotion, activities, education.
L. Information technology and library technology
Depositing user: Carla Ferreira
Date deposited: 12 Mar 2014 22:56
Last modified: 02 Oct 2014 12:30
URI: http://hdl.handle.net/10760/22714

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