TCC - Licenciatura em História (Sede)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/460
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Item Conflitos modernos: um produto didático sobre o modernismo e a modernização da cidade do Recife nos anos 1920(2024-03-08) Passos, Miguel Angelo Lago; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/1913341155360352This didactic product proposes a game, for students of the 9th grade of elementary school, about Republican Brazil in the early twentieth century. The game, which uses a board and cards as a platform, takes place in Recife, in the 1920s, and aims to insert students in discussions about the different conceptions linked to the Modernist Movement in Recife, Pernambuco, as well as to show some of the changes present in the city linked to the processes of modernization of spaces and their consequences in the form of leisure in society. Through the game, students will be able to understand the impact of some modern inventions in the formation of new patterns of urban coexistence, as well as be able to participate directly in the debates related to the different projects of Brazilian modernism. The main plot of the game is inspired by the intellectual conflicts between Gilberto Freyre and Joaquim Inojosa, who disputed ideas about what would represent, in the intellectual, cultural and artistic spheres, an authentic Brazilian, Northeastern and Pernambuco identity. While Freyre defended a modernism linked to regional tradition and the past, Inojosa supported a rupture with the past in order to build a modernism linked to the new inventions brought about by modernization. Therefore, the purpose of the game is to present information that will contribute to the construction of some historical concepts, such as modernization, modernism and modernity.Item A importância dos jogos no ensino-aprendizagem de história: um levantamento historiográfico da produção acadêmica sobre o tema no curso de Licenciatura Plena História da UFRPE (2011-2023)(2024-03-08) Borba, Lucas Henrique de Amorim; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/5533690465495459This article seeks to make a survey of course completion works defended in the Full Degree Course in History at the Federal Rural University of Pernambuco, in the interval from 2011 to 2023, which have as their theme the teaching and learning of history through games. We intend to analyze the didactic proposals from the identification of the themes addressed, the theoretical-methodological references chosen and the intentionality of the authors when discussing the historical contents through the games created. As a result, we could perceive the growing defense of games as a plausible alternative to help in the teaching-learning process of school history and its relevance as a didactic resource for the teaching of history.Item "As vozes dos facões e os gritos das enxadas": a gamificação da história da Liga Camponesa da Galiléia em formato de RPG(2023-04-27) Paula, Kayo Victor de; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627This paper proposes the development of a didactic product in the form of a role-playing game (RPG) about the history of the Peasant Leagues in the state of Pernambuco in the 1950s. The game will contribute to the debate about the history of the state and the limits and achievements of the democratic experience in pre-1964 Brazil. The students play a central role in the narrative by taking the protagonism of the choices their characters, would make in the context of the struggle for dignity and land in the rural areas of the state. "The Voices of Machetes and the Shouts of Hoes" aims for the players to be able to: i) recognize the historical and socio-political context of the game's setting; ii) seek survival solutions in the face of natural, political, and social difficulties; iii) experience the weight of their decisions on the fate of peasants, thus producing knowledge about this historical event, its origin, and outcome; iv) find the best solution to resolve their conflicts. The didactic objective of the product is, in addition to acquiring knowledge about dates and characters, for the students to carry out historiographical operations such as researching, evaluating, criticizing, and producing historical knowledge as autonomously as possible, as real protagonists of the teaching-learning process.Item A gamificação da História: um produto didático sobre a Confederação do Equador (1824)(2023-04-27) Rodrigues, Gabriel Roberto Medeiros; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/9924960953366735This didactic product proposes a game for students in the 8th year of elementary school II to venture into 19th century Brazil. The game will take place in the province of Pernambuco, in 1824, and the students will be protagonists of History, making decisions that will define their future within the separatist and republican movement that started in Pernambuco and gained support from the provinces of Paraíba, Rio Grande do North and Ceará. The game is based on a dispute, mediated by the teacher, who will guide the entire narrative present in this material. In this way, the purpose of the game is to bring information and questions that will contribute to the elaboration of historical knowledge. Students will be able to experience, through their characters, how different social groups participated in this separatist movement. The game will bring cards that will show characters present in the movement, making the student know some agendas and fights in defense of citizenship in the History of our country. In addition, the game will mobilize concepts, with the aim of presenting to the student some transformations that have taken place in Pernambuco, as captaincy, province and state.Item Produto didático: Jogo Sinfonia da Inquisição - o RPG como ferramenta empática no ensino de História(2019-12-16) Silva, Rodrigo Sousa da; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/3143685649199466The course conclusion work in question is a didactic product: Symphony of the Inquisition: RPG as an empathic tool in the teaching of history. Our goal was to produce a game about the Inquisition in the 16th century Pernambuco, specifically the case of Felicia Tourinho and, from it, to stimulate historical empathy (LEE, 2006). In this case, the use of RPG as an alternative language for the teaching of history aimed to bring closer to the thematic students and subjects that they consider so far from their reality. Instead of fixed, finished and unreachable history - the result of the markedly verbalist classes still very present in everyday school, through a playful language, we aim to stimulate students' immersion in history, as they disguise themselves as historical characters. And so, bring students and teachers closer to the subject they are studying, putting in their hands the power of decision and choice of what attitudes to take, living, for a class, the historical dramas experienced by the characters that otherwise seemed so far away.Item “O preço dos ideais”: jogo de RPG sobre a Revolução Pernambucana de 1817(2021-12-13) Duarte Júnior, Márcio Antonio Barbosa; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/7150343786113452This educational product refers to a RPG's proposal about the 1817's Pernambuco Revolution events. In this game, the students have a main role in the narrated story: they find challenges, missions, troubles and intrigues to be solved, becoming the revolutionary movement's protagonists. The roleplay game is titled "The Ideas's Price" and faced to the elementary school's 8th grade. It craves the students to be able to: i) reflect on the limits and ranges of ideologic basis which composed the movement; ii) simulate the movement's tactical and strategical defense difficulties; iii) experiment the local society decision's weight producing knowledge about this historical event, about its origin and outcome. The game's pedagogical objective is, besides any knowledge about dates and characters, that students/players are able to do historiographic operations like research, analyze, think critically and produce historical knowledge autonomously as protagonists of the knowledge's construction process.Item Representações do mito de El Dorado no jogo "Uncharted: Drake's fortune" e possibilidades de uso no ensino de História(2021-12-16) Barros, Ana Clara Guilherme Timoteo de; Bezerra, Rozélia; Cadena, Sílvio Ricardo Gouveia; http://lattes.cnpq.br/0520301466483390; http://lattes.cnpq.br/0968758655400113; http://lattes.cnpq.br/4363024256165638This article aims to present the study of representation in the electronic game Uncharted: Drake's Fortune, as a teaching object for history teachers. In presenting it, the imagery and historical context used by the game developers to display an archaeological plot will be analyzed through the adventure enriched by elements that refer to the cultures of pre-Columbian peoples, the representation of the myth and history of El Dorado, in a narrative with a historiographical basis but with a fictional systematic. Thus, this article tends to analyze this representation with the purpose of expressing the historical content that games present and the result of them to be used by history teachers in the classroom, on the possibilities of using the game as a complementary material for teaching, in the content of the history of pre-Columbian America.Item O uso dos jogos como ferramenta para o ensino de história no ensino fundamental: uma breve revisão bibliográfica e analítica(2019-07-19) Santos, Diogenes Mufford Luiz dos; Bezerra, Rozélia; http://lattes.cnpq.br/0968758655400113; http://lattes.cnpq.br/5304178011461627The present work intends to demonstrate that the discipline of History can be considered an area that makes possible to think and in this way, the challenge that it is possible to build from the games in the classroom in a playful way. In spite of the importance of content for the student, we must be concerned with the formation of a subject, the teacher, his development from the time categories, between permanence and change, between likeness and difference, and simultaneity, of thought by the construction of citizenship, tolerance, cooperation must be clearly understood by the student. From the research presented, games appear as a good working tool. Because it is a didactic game, where you learn to play with each other instead of against each other, given the different skills that are developed and where students learn to relate, question and build, the game may be an alternative that awakens in the student the curiosity and the will to learn. Rethinking lessons and teaching strategies that use only verbalism and questionnaires is an urgent task. We present, then, the game as a strategy that enables the coordination of points of view and coordination of interindividual actions, so necessary for the understanding and action in the world around us, be it past, present or future. In this way, the students worked mainly in small groups, in a classroom environment, promoting exploration activities, solving problems, developing geographical and historical skills and socialization. Finally, the game allows students to stimulate their knowledge and communicative skills in cooperation with other students, not forgetting also the interpersonal relationship creating in the student a desire to learn more. Thus, the student put the knowledge to the test, using it in concrete play situations in their lives.