NASCIMENTO, I. R.; http://lattes.cnpq.br/2553810874387166; NASCIMENTO, Ivan Rosas do.
Resumo:
The present work demonstrates how games, a historically used cultural element, can be modeled as a teaching resource for the classroom, essentially due to the increasing adoption and consumption of this practice by different classes and age groups. With this, we mobilized its potential to build a digital and analog game, aiming to diversify the language in the teaching of social sciences to propose mediation in the contact between high school students and the subject. The construction of teaching material carried out here proposes to offer teachers alternatives to expand the range of teaching options, focusing on playfulness and variation in the languages used in pedagogical work. After discussing the origin of games and their relationship with society, through classic and contemporary scholars in the field, we will explain the benefits of games for the teaching environment. The research is outlined by a methodology based on interview scripts, documentary research in high school textbooks, development of games, testing of prototypes and, finally, application of digital and analog games in 2nd and 3rd year high school classes. . Among the theoretical developments of this work, we believe that there is the valorization of the individual's practical world through teaching tools built with more accessible languages that provide a type of playful interaction that permeates the universe in which students are inserted.