Literatura e jogos digitais em sala de aula
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Revista Ponto de Vista
Abstract
A literatura, historicamente, conforme Candido (2012), esteve vinculada às camadas mais elitizadas da população, pois, além de exigir o domínio da escrita e da leitura, ainda exigia o acesso a um bem cultural caro, como o livro. Entretanto, o advento da internet permitiu a ampliação do acesso a essa arte para uma parcela maior da sociedade, ao possibilitar que qualquer pessoa com um equipamento tecnológico acesse e produza diferentes conteúdos literários nas telas dos dispositivos eletrônicos e dos suportes digitais. Desse modo, a literatura clássica pode, hoje, ser ressignificada, seja pela sua nova forma de ser veiculada em e-books, seja pela fusão de diferentes semioses para a produção da sua narrativa, a exemplo do que acontece com os jogos digitais desenvolvidos a partir de textos literários. Assim, a pesquisa de Iniciação Científica relatada neste trabalho desenvolveu a adaptação do conto “Restos de Carnaval", de Clarice Lispector, por meio do softwareScratch, para programação em blocos, e de aplicativos gratuitos de desenhos, como o Ibis Paint X. Com isso, objetiva-se apresentar essa adaptação do texto literário para a forma de um jogo digital, em âmbito pedagógico, voltado para a área da linguagem, de modo a instigar a leitura da literatura pelos estudantes, promovendo o letramento literário concomitante ao letramento digital. Desse modo, este trabalho demonstra como os jogos digitais, como defende Prensky (2012), podem funcionar como uma ferramenta que, além de sua ludicidade (e também por causa dela), potencializa a inserção dos textos literários em sala de aula.
Literature, historically, according to Candido (2012), was associated to more elitist layers of population since, it not only used to require a good writing and reading skill but also the access to an expensive cultural asset, as the book. However, the advent of the Internet has permitted to expand the access to this art to a greater part of the society, in enabling any individual to use a technological equipment accesses and produces different literary contents on their electronic device screen and digital supports. Therefore, a new meaning may, currently, be given to the classic literature by its new way of being conveyed in e-books, or by the merger of different semiosis for the production of its narrative, as what happens to the digital games developed from literary texts. Thus, the Scientific Initiation research reported in this paper has developed the adaptation of the tale “Restos de Carnaval”, by Clarice Lispector, by means of the Scratch software used for block programming, as well as free drawing applications as the Ibis Paint X. Hence, it aims at introducing this adaptation of the literary text to the way of a digital game in a pedagogical scope, language field-oriented, in order to instigate the literature reading by students, promoting the literary literacy concomitant to the digital one. This way, this work demonstrates how the digital games, according to Prensky studies (2012), may be a tool that, besides playful (and also because of it), strengthens the insertion of literary texts in the classroom.
Literature, historically, according to Candido (2012), was associated to more elitist layers of population since, it not only used to require a good writing and reading skill but also the access to an expensive cultural asset, as the book. However, the advent of the Internet has permitted to expand the access to this art to a greater part of the society, in enabling any individual to use a technological equipment accesses and produces different literary contents on their electronic device screen and digital supports. Therefore, a new meaning may, currently, be given to the classic literature by its new way of being conveyed in e-books, or by the merger of different semiosis for the production of its narrative, as what happens to the digital games developed from literary texts. Thus, the Scientific Initiation research reported in this paper has developed the adaptation of the tale “Restos de Carnaval”, by Clarice Lispector, by means of the Scratch software used for block programming, as well as free drawing applications as the Ibis Paint X. Hence, it aims at introducing this adaptation of the literary text to the way of a digital game in a pedagogical scope, language field-oriented, in order to instigate the literature reading by students, promoting the literary literacy concomitant to the digital one. This way, this work demonstrates how the digital games, according to Prensky studies (2012), may be a tool that, besides playful (and also because of it), strengthens the insertion of literary texts in the classroom.
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ROCHA, Sílvio Rodrigo de Moura; SILVA, Maria Clara Oliveira. Literatura e jogos digitais em sala de aula. Revista Ponto de Vista, Viçosa, v. 13, n. 3, p. 01-11, 2024.
