This project is another result of the convergence of research on collaborative Educational Digital Games that has been developed by our Research Group: Network Society, Cultural Plurality and Digital Content from UNEB - Bahia State University. This group has been increasingly engaged in producing digital educational content for various teaching modalities.
The "Role Playing Game" or RPG, a game that emerged in the United States in the 70s and was later brought to Brazil, scholars note that this type of game has characteristics (collaboration, cooperation, interdisciplinarity, among others) that make it a potential pedagogical tool, given that this game did not come with pedagogical intentions but rather with entertainment.
RPG is a collective storytelling game. The master (who is responsible for conducting the game) and the players participate in the game. Everyone takes on the characters in the story. Being the master responsible for conducting the game, arbitrating players' actions and controlling non-characters. When analyzing the pedagogical potentialities of the RPG game, we suggest that its application in the school be made by the teacher and that the teacher assumes the role of the master in the game. Thus, the project involves the active participation of teachers and students.
In this app, the player is invited to choose one or more of the thirteen available themes, register, create a table to be a master, or play as a character on a table created by another master.
In our approach, the content will be worked through the challenges that are present throughout the history that makes up the game. Thus, as they experience the game, participants access the knowledge about the theme addressed. The difference in this type of game is the experience of history through the interpretation of characters, decision making and problem solving that are typical of the daily lives of the subjects. It is important to add that we are based on the principles of socioconstructivism for game development, and from this epistemological approach we elaborate a socioconstructivist cognitive design for the production of digital educational content and have adopted this instrument in the process of developing digital educational RPG games. The socioconstructivist cognitive design works as a guiding instrument for defining the aspects that should compose the didactic material.
The "Role Playing Game" or RPG, a game that emerged in the United States in the 70s and was later brought to Brazil, scholars note that this type of game has characteristics (collaboration, cooperation, interdisciplinarity, among others) that make it a potential pedagogical tool, given that this game did not come with pedagogical intentions but rather with entertainment.
RPG is a collective storytelling game. The master (who is responsible for conducting the game) and the players participate in the game. Everyone takes on the characters in the story. Being the master responsible for conducting the game, arbitrating players' actions and controlling non-characters. When analyzing the pedagogical potentialities of the RPG game, we suggest that its application in the school be made by the teacher and that the teacher assumes the role of the master in the game. Thus, the project involves the active participation of teachers and students.
In this app, the player is invited to choose one or more of the thirteen available themes, register, create a table to be a master, or play as a character on a table created by another master.
In our approach, the content will be worked through the challenges that are present throughout the history that makes up the game. Thus, as they experience the game, participants access the knowledge about the theme addressed. The difference in this type of game is the experience of history through the interpretation of characters, decision making and problem solving that are typical of the daily lives of the subjects. It is important to add that we are based on the principles of socioconstructivism for game development, and from this epistemological approach we elaborate a socioconstructivist cognitive design for the production of digital educational content and have adopted this instrument in the process of developing digital educational RPG games. The socioconstructivist cognitive design works as a guiding instrument for defining the aspects that should compose the didactic material.
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