Abstract:
Digital knowledge is implied in the context of digital technology usage and in various
social practices, constructed by the subjects through digital environment screens. In
the context of school education, experiences linked to the sphere of digital culture
enable the development of digital knowledge. Thus, considering the relevance of
promoting children's digital experiences with digital environments, as well as of
teachers knowing the pedagogical potential of educational software, this research
aimed to analyze the pedagogical possibilities of using GCompris educational software
to develop children's digital knowledge in a public school in the city of Campina
Grande, Paraíba. Specifically, we sought to learn of the pedagogical potential of
GCompris educational software and its compatibility in developing DGBL (DigitalGame
Based Learning); to understand the experiences of the research subjects with
GCompris software usage; and, to construct GCompris activities and games that favor
the development of digital knowledge. The theoretical framework was based on the
contributions of researchers who approach such knowledge, such as Morin (2005,
2011) Neto and Rodrigues (2009) and Pérez Gómez (2015); the use of digital
technology and digital games in pedagogical processes, such as Alves and Coutinho
(2016), Boller and Kapp (2018) and Gee (2010); as well as those who discuss the
characteristics of children users of digital technologies as subjects of knowledge, such
as McCrindle (2014), Prensky (2010, 2012), as well as Veen and Vraking (2009). This
research was delineated as a qualitative, case study type, whose locus of research
was in a Campina Grande Municipal Teaching Network school, and the research
subjects were a teacher and three third grade Elementary School students. To support
the data collection, we performed the analysis of the GCompris educational software
based on the TUP (Technology, Usability and Pedagogy) model of educational
software analysis, and the principles of DGBL. In addition, we used semistructured
interviews, which were recorded in audios. The collected data were organized
according to the analytical units and categories, and then hermeneutically analyzed.
As a result, we highlight the pedagogical potential of this software, since it is easy to
use and fun, favors the development of learning and reflection on what has been
learned, and allows for the adapting of activities and games according to the child's
profile. Pedagogical possibilities for digital knowledge development can be explored
through social interactions, during the use of this software, from the exploration of
game and activity interfaces, or through commands executed with the use of the mouse
and keyboard. However, it is essential to consider usage context and pedagogical
planning before incorporating this or any other educational software or digital
technology in pedagogical processes.