Use este identificador para citar ou linkar para este item: http://repositorio.ufla.br/jspui/handle/1/29564
Título: Currículo, jogos eletrônicos e Deleuze
Título(s) alternativo(s): Curriculum, eletronic games and Deleuze
Palavras-chave: Educação - Currículo
Educação - Jogos eletrônicos
Imagens e sons
Deleuze
Education - Curriculum
Education - Electronic games
Images and sounds
Data do documento: 2017
Editor: Universidade Federal de Lavras
Citação: MENDES, C. L. Currículo, jogos eletrônicos e Deleuze. Devir Educação, Lavras, v. 1, n. 2, p. 52-66, 2017.
Resumo: In this text we launched an assembly on a (techno) cultural artifact; eletronic games and their possibilities with education and curriculum. We problematized as functions that were school‟s responsability, were shifted from school curricula, divided andexpanded with and by the media in general, but especially with and by eletronic games. In this direction, we analyze how the game‟s articulations and connections are configured forming a conceptual plan of action with the player. For such analysis, we setup a conceptual plane inspired by the Deleuze‟s plane of immanence, having as guiding axes three notions: principle, experimentation, and intuition. With these three notions we describe a plan for creating thoughts in order to analyze how the images are elaborated to co-exist with their respective sounds. We concerned with problematizing how images/sounds are employed to teach players (mounts, connections and circuits) to connect to games. Besides that, we discuss about potential jobs that such assemblies,connections, and circuits bring to educational field and classroom. In conclusion, we argue in favor of more specific analyze that seek to study each game and it‟s educational effects on players, and (who knows) in school curricula.
URI: http://devireducacao.ded.ufla.br/index.php/DEVIR/article/view/44
http://repositorio.ufla.br/jspui/handle/1/29564
Aparece nas coleções:DED - Artigos publicados em periódicos

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