Cyber-História: estratégias e possibilidades do ensino de História aliadas ao desenvolvimento de jogos digitais com o uso do Rpg Maker
type: CreativeWork
description: This dissertation presents a didactic strategy for teaching History based on elements of digital game development, such as the RPG Maker game engine. The first chapter introduces fundamental concepts about digital games, including their history, classifications, potential as cultural artefacts, and use as historical sources, providing support for teachers who wish to apply the strategy in the classroom. The second chapter analyses research in the field of History that has explored the use of digital games, organizes teaching experiences, and proposes suggestions for Brazilian digital games related to the culture and history of Brazil. In the third chapter, the didactic strategy is proposed in detail, grounded in the concept of historical thinking, which aligns with socio-constructivism, highlighting its stages, assessment methods, and the use of RPG Maker as a mediating tool for the activity. In discussing the impact of digital technologies on education, it is evident that, although the speed of technological advances and their impacts on society challenge traditional teaching methods, artefacts such as digital games, depending on their use, can enrich the learning process by stimulating students' historical and critical thinking, especially concerning technological transformations and the ways in which society adapts to them.
abstract: This dissertation presents a didactic strategy for teaching History based on elements of digital game development, such as the RPG Maker game engine. The first chapter introduces fundamental concepts about digital games, including their history, classifications, potential as cultural artefacts, and use as historical sources, providing support for teachers who wish to apply the strategy in the classroom. The second chapter analyses research in the field of History that has explored the use of digital games, organizes teaching experiences, and proposes suggestions for Brazilian digital games related to the culture and history of Brazil. In the third chapter, the didactic strategy is proposed in detail, grounded in the concept of historical thinking, which aligns with socio-constructivism, highlighting its stages, assessment methods, and the use of RPG Maker as a mediating tool for the activity. In discussing the impact of digital technologies on education, it is evident that, although the speed of technological advances and their impacts on society challenge traditional teaching methods, artefacts such as digital games, depending on their use, can enrich the learning process by stimulating students' historical and critical thinking, especially concerning technological transformations and the ways in which society adapts to them.
author: Nascimento, Enzo Lago do
language: por
keywords: História, Ensino de História, Jogos Digitais, Rpg Maker, Desenvolvimento de Jogos Digitais, Educação, História - Estudo e ensino, Educação - História
date published: 2025-02-25
date modified: 2026-07-27T22:07:56Z
provider: Brazil UFBA
publisher: Networked Digital Library of Theses and Dissertations
type: WebPage
source organization: Universidade Federal da Bahia