D. Ramos, Tayanara Rúbia Campos, Fernando Silvio Cavalcante Pimentel
{"title":"关于大流行的学习:来自游戏Plague inc及其玩家的研究","authors":"D. Ramos, Tayanara Rúbia Campos, Fernando Silvio Cavalcante Pimentel","doi":"10.20952/revtee.v15i34.17847","DOIUrl":null,"url":null,"abstract":"The Covid-19 pandemic instigate researchers from around the world to seek educational alternatives with technologies, among them are digital games. This article is based on the theoretical assumptions that support the use of games as learning promoters and presents an exploratory and qualitative research, with the aim of analyzing the experiences, learning and meanings expressed by players in an online community about the game Plague inc. in the context of the COVID-19 pandemic. Data collection was performed in an online community of players, and 545 game evaluations and contributions were performed spontaneously. The results of the analysis of the content of the collected data, coded in categories, indicate that the game has provided the development of new knowledge, reflections on the context of the pandemic, questioning about the scientific information conveyed in the game, besides promoting interaction in the midst of isolation. Thus, it is understood that playing experience allows to problematize reality and offers opportunities to signify experiences and knowledge.","PeriodicalId":46062,"journal":{"name":"Revista Tempos e Espacos Educacao","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Learning about pandemic: a study from the game Plague inc and its players\",\"authors\":\"D. Ramos, Tayanara Rúbia Campos, Fernando Silvio Cavalcante Pimentel\",\"doi\":\"10.20952/revtee.v15i34.17847\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The Covid-19 pandemic instigate researchers from around the world to seek educational alternatives with technologies, among them are digital games. This article is based on the theoretical assumptions that support the use of games as learning promoters and presents an exploratory and qualitative research, with the aim of analyzing the experiences, learning and meanings expressed by players in an online community about the game Plague inc. in the context of the COVID-19 pandemic. Data collection was performed in an online community of players, and 545 game evaluations and contributions were performed spontaneously. The results of the analysis of the content of the collected data, coded in categories, indicate that the game has provided the development of new knowledge, reflections on the context of the pandemic, questioning about the scientific information conveyed in the game, besides promoting interaction in the midst of isolation. Thus, it is understood that playing experience allows to problematize reality and offers opportunities to signify experiences and knowledge.\",\"PeriodicalId\":46062,\"journal\":{\"name\":\"Revista Tempos e Espacos Educacao\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Revista Tempos e Espacos Educacao\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.20952/revtee.v15i34.17847\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Tempos e Espacos Educacao","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20952/revtee.v15i34.17847","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Learning about pandemic: a study from the game Plague inc and its players
The Covid-19 pandemic instigate researchers from around the world to seek educational alternatives with technologies, among them are digital games. This article is based on the theoretical assumptions that support the use of games as learning promoters and presents an exploratory and qualitative research, with the aim of analyzing the experiences, learning and meanings expressed by players in an online community about the game Plague inc. in the context of the COVID-19 pandemic. Data collection was performed in an online community of players, and 545 game evaluations and contributions were performed spontaneously. The results of the analysis of the content of the collected data, coded in categories, indicate that the game has provided the development of new knowledge, reflections on the context of the pandemic, questioning about the scientific information conveyed in the game, besides promoting interaction in the midst of isolation. Thus, it is understood that playing experience allows to problematize reality and offers opportunities to signify experiences and knowledge.