Brincar de inventar brinquedos e brincadeiras

Talita Vitória Cordasso Santoro, A. V. P. D. A. P. Costa
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Abstract

The purpose of this paper is to present and discuss the data obtained from a research that made experiences of creating toys and games with children from five to six years old inside the school space. The investigation consisted of the elaboration and application of the “Playshops ou Playing Workshops”, with the objective of promoting face-to-face meetings that would lead the children to build toys with recycled materials and to characterize them through responses to previously elaborated observation sheets. After the analysis, the collected data were discussed, it was taken into consideration if the toys would have been resulted from the reproduction of objects previously existed in the children's toys universe, or if they would have crossed into the universe of the invention, according to readings by Benjamin (1984), Kishimoto (1992) and Milk (2013). However, even in cases of similarities with existing objects, the child's creative and constructive process remains active and meaningful when the created toys are named and used in new games. Thus, play can be conceived as a form of the children to express themselves when facing their fantasies, realities and desires, and the toy as a facilitator of the inventive and meaningful process of the children.
玩发明玩具和游戏
本文的目的是提出并讨论从一项研究中获得的数据,该研究与五至六岁的儿童在学校空间内创造玩具和游戏的经验。调查包括阐述和应用“游戏商店或游戏工作坊”,目的是促进面对面的会议,引导孩子们用回收材料制作玩具,并通过对先前精心制作的观察表的反应来描述它们的特征。根据Benjamin (1984), Kishimoto(1992)和Milk(2013)的阅读,分析后,收集的数据进行了讨论,考虑到玩具是否会从以前存在于儿童玩具世界中的物体的复制中产生,或者它们是否会进入发明的世界。然而,即使在与现有物体相似的情况下,当创造的玩具被命名并用于新游戏时,儿童的创造性和建设性过程仍然活跃而有意义。因此,游戏可以被认为是孩子们面对幻想、现实和欲望时表达自己的一种形式,而玩具则是孩子们创造性和有意义过程的促进者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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