Game Jams: novos lugares educativos?
DOI:
https://doi.org/10.1590/S1678-4634202349249534porPalavras-chave:
Game jams, Educação, Experiência educativa, Etnografia, VideojogosResumo
A existência de vários lugares para o educativo está sendo reconhecida na sociedade contemporânea. As game jams (GJ), contextos de criação de videojogos, vêm sendo estudadas como lugares onde o educativo pode ser emergente. Este artigo apresenta uma revisão da literatura, que integra estudos acerca das relações entre game jams e educação. Poucos estudos têm sido realizados, mobilizando métodos qualitativos e explorando as percepções e perspectivas das pessoas participantes sobre a forma como esse educativo desenvolve-se e concretiza-se. Este artigo recorre a dados de um estudo etnográfico multissituado e focado, desenvolvido no contexto de 5 GJ, e dados de 8 grupos de discussão focalizada, realizados de forma síncrona on-line, com participantes em GJ. Os resultados da análise revelam a emergência de quatro dimensões analíticas, que identificam as motivações educativas para a participação nas GJ e as características da experiência educativa vivida; as percepções sobre os resultados e efeitos educativos da experiência; os métodos, as estratégias e recursos educativos percebidos; e as percepções sobre o clima relacional e social vivido nas GJ. Essas dimensões analíticas permitiram explorar uma compreensão das GJ como novos lugares educativos, que concretizam a procura da integração ativa e dinâmica do lúdico, do tecnológico com e no educativo. As GJ, portanto, são reconhecidas e valorizadas pelas pessoas participantes como lugares educativos emergentes no panorama educativo contemporâneo, que integram dimensões facilitadoras da vivência de uma experiência educativa.
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