Ludic digital culture: reflections on the habits of students of the education course in LD

Anderson Pinheiro, Lucian Bianchini, Marta Regina Puhl de Oliveira
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引用次数: 0

Abstract

This text aims to reflect on technological culture and digital habits in the context of Contemporary Higher Education and to analyze critically the perceptions of the students of the EaD School of Teaching at a University, with regard to play habits (games) in the light of new technological devices. The text is justified by the complexity of the culture of information and communication as sensory extensions of individuals, and, above all, in the educational field. The methodology, of a quantitative-qualitative nature, is a theoretical bibliographical and exploratory study with the application of a questionnaire to 310 students from different poles/units of Brazil. As a result, it is necessary to (re) think about the technological scenario governed by the playful digital culture and its impact on the training process of the students from Higher Education, specifically the Pedagogy Course, in favor of a new configuration of the look beyond the instrumentality of the technique, but as an educational, interactive and playful possibility of those involved.
有趣的数字文化:对LD教育课程学生学习习惯的思考
本文旨在反思当代高等教育背景下的技术文化和数字习惯,并批判性地分析一所大学EaD教学学院的学生在新技术设备下关于游戏习惯(游戏)的看法。信息和交流文化作为个人感官延伸的复杂性,尤其是在教育领域,证明了本文的合理性。方法,定量定性性质,是一个理论书目和探索性研究,应用问卷调查310名学生来自巴西的不同极点/单位。因此,有必要(重新)思考由有趣的数字文化控制的技术场景及其对高等教育学生培训过程的影响,特别是教育学课程,支持一种超越技术工具的新配置,而是作为参与其中的教育,互动和有趣的可能性。
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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来源期刊
Revista Tempos e Espacos Educacao
Revista Tempos e Espacos Educacao EDUCATION & EDUCATIONAL RESEARCH-
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发文量
98
审稿时长
20 weeks
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