victor azevedo - Academia.edu (original) (raw)
Papers by victor azevedo
RENOTE, 2013
Neste estudo, investigamos as possibilidades de associação entre duas teorias da aprendizagem: os... more Neste estudo, investigamos as possibilidades de associação entre duas teorias da aprendizagem: os princípios de aprendizagem presentes nos “bons jogos” eletrônicos (PA) de James Gee e as inteligências múltiplas (IMs) de Howard Gardner. A interação foi discutida com base na noção de Domínio Semiótico (DS). A associação entre os trinta e seis PA e as oito IMs permitiu reduzir os resultados a seis grupos de itens, nos quais se destacaram, a princípio, os seguintes pontos: a) há vinte e nove PA que se relacionam com todas as IMs; e b) a inteligência interpessoal relaciona-se com trinta PA. Os resultados iniciais revelam que para que os PA possam se desenvolver a partir do jogo eletrônico dependem de sucesso num domínio completo.
Motrivivencia, Apr 16, 2009
... Victor de Abreu Azevedo1 Giovani De Lorenzi Pires2 Ana Paula Salles da Silva3 ... Obtemos ass... more ... Victor de Abreu Azevedo1 Giovani De Lorenzi Pires2 Ana Paula Salles da Silva3 ... Obtemos assim, na área da Educação Física os trabalhos de Alan Queiroz da Costa e Mauro Betti (2005, 2006), Cláudio Lúcio Mendes (2005), Dirceu Ribeiro Nogueira da Gama (2005), Silva ...
Plurais Revista Multidisciplinar Da Uneb, May 1, 2010
""This article describes the results of a study about the elect... more ""This article describes the results of a study about the electronic games educational possibilities through classroom experience where children play and create narratives. The paper analyzes some field observations made with LinCity-NG, a simulation game for Linux, in an english class, in the sixth grade in a public school of Florianópolis. The study concluded that even with the language and complexity difficulties of the game, the practice may be beneficial; by the reached achievements of the course or because it causes the children to have contact with the computers, collaborative behavior and motivated learning. However, the active role of teacher is necessary, she needs not only to study the game but to learn how to play it, so she can help the children to take advantage of the electronic games in the pedagogical practice. Keywords: Electronic games. Simulation. Education. Free Software. Narratives. LinCity-NG. ""
CRUZ, D. M., ALBUQUERQUE, R. M. A produção de jogos eletrônicos por crianças: narrativas digitais e o RPG Maker. In: Revista Comunicação & educação • Ano XIX • número 1 • jan/jun 2014, p. 111-120.
Este artigo descreve a utilização do Software RPG Maker 2003 em uma ação interdisciplinar de trab... more Este artigo descreve a utilização do Software RPG Maker 2003 em uma ação interdisciplinar de trabalho com mídias em uma escola particular. A proposta de atividade foi a de planejar e desenvolver um jogo eletrônico. A experiência foi proveitosa na abordagem de mídia-educação. O RPG Maker 2003 mostrou-se um software de fácil aprendizagem para a construção de narrativas oferecendo recursos que possibilitam desenvolver jogos diversificados e interessantes. A experiência foi proveitosa na abordagem da mídia-educação.
Esse texto é parte integrante de uma pesquisa maior realizada pelo grupo de estudos Observatório ... more Esse texto é parte integrante de uma pesquisa maior realizada pelo grupo de estudos Observatório da Mídia Esportiva do LaboMídia/UFSC, com apoio da Rede CEDES, que apresentou como objetivo identificar e analisar o agendamento da Copa do Mundo da FIFA 2014, durante o período que antecedeu e em que se realizou a Copa de 2010 na África do Sul em quatro blogs brasileiros, que foram selecionados de acordo seus respectivos potenciais críticos e de veiculação de informações esportivas de interesse público. O conteúdo dos blogs foi descrito e posteriormente analisado a partir de eixos temáticos de discussão denominados: economia, política, infraestrutura e legados da copa 2014. Percebemos a importância do blog como fonte de informação e de discussão entre os internautas. Palavras chaves: Agendamento, Copa do Mundo, blogs.
Electronic games (EGs) for educational or leisure purposes can provide enriching experiences both... more Electronic games (EGs) for educational or leisure purposes can provide enriching experiences both in and outside school, becoming an important aid in learning. However, at the site of the Inclusão Digital (SMED/POA) the educational games are prevalent among the activities indicated as a teaching resource. Thus, this research aims to investigate the EGs available at this site, looking for: a) to verify the pedagogical possibilities of these EGs and b) to raise proposals for exploration and implementation of the EGs at SMED/POA. The EGs can collaborate for the transformation of the relations of teaching and learning. At the end, we point out some suggestions of actions that we believe can contribute to the integration of the EGs at SMED/POA.
Keywords: electronic games, educational electronic games, public school, learning principles, basic education.
Ezine articles (2013)
Electronic games are one of the favorite leisure activities among people of all ages and social c... more Electronic games are one of the favorite leisure activities among people of all ages and social classes, thus electronic games deserve our reflection as an important cultural phenomenon. The question now for educational leaders and school administrators is how this technology could be inserted in the classroom.
Revista Renote v.11, n.1 (2013)
In this study, we investigated the potential association between two learning theories: learning... more In this study, we investigated the potential association between two learning theories: learning principles present in "good games" from James Gee and multiple intelligences from Howard Gardner. This interaction was discussed based on the notion of semiotic domain. The association between thirty-six learning principles and eight multiple intelligences has reduced the results to six groups of items, in which we highlighted the
following points: a) there are twenty-nine learning principles that relate to all multiple intelligences; and b) interpersonal intelligence relates to thirty learning principles. Initial results show that for the learning principles can be developed from an electronic game, the success on a complete domain is necessary.
Keywords: electronic games, learning theories, multiple intelligences, learning principles, semiotic domain.
In: II Computer on the Beach 2011, 2011, Florianópolis. Computer on the Beach 2011. Florianópolis - SC: UNIVALI, 2011. v. 1. p. 1-10.
"This article describes an experience with RPG Maker 2003 in an interdisciplinary course based o... more "This article describes an experience with RPG Maker 2003 in an
interdisciplinary course based on media learning of a private school. It happened during the first semester of 2010 with a sixth grade group with 11 students. The purpose of the activity was design and development of an electronic game. The difficulties and easiness perceived were described. We concluded that the experience was beneficial in media-education approach and RPG Maker 2003 proved to be considerably easy to learn and offers resources that makes possible interesting and multiple game possibilities."
Pesquisa em andamento - research in progress
Brazilian researchers as Felix (2009) and Penna and Macedo (2008) have pointed out that, in gener... more Brazilian researchers as Felix (2009) and Penna and Macedo (2008) have pointed out that, in general, deaf children have difficulties to elaborate texts written in Portuguese. On a visit to a municipal public school in Porto Alegre which only serves deaf students in December 2012 we reflected on this problem. Having as goal to propose an alternative methodology for the teaching of written Portuguese, and new metodologies for the digital age, we develop this project. With this project we intend to improve reading comprehension and text production of students through narrative writing.
PLURAIS Revista Multidisciplinar UNEB, 2012.
"This article describes the results of a study about the electronic games educational possibiliti... more "This article describes the results of a study about the electronic games educational possibilities through classroom experience where children play and create narratives. The paper analyzes some field observations made with LinCity-NG, a simulation game for Linux, in an english class, in the sixth grade in a public school of Florianópolis. The study concluded that even with the language and complexity difficulties of the game, the practice may be beneficial; by the reached achievements of the course or because it causes the children to have contact with the computers, collaborative behavior and motivated learning. However, the active role of teacher is necessary, she needs not only to study the game but to learn how to play it, so she can help the children to take advantage of the electronic games in the pedagogical practice.
Keywords: Electronic games. Simulation. Education. Free Software. Narratives. LinCity-NG.
"
Revista Renote CINTED-UFRGS V. 10 Nº 3, dezembro, 2012
"The importance of games for learning is recognized by classical authors of psychology. This pape... more "The importance of games for learning is recognized by classical authors of psychology. This paper explores the learning in games from the contribution of James Paul Gee (2004, 2008 and 2009). For this, introduces the concepts of semiotic domain and learning principles developed by the author. According to Gee, there are different semiotic domains that can relate to each other. In the semiotic domain of games, several important learning principles to contemporary life can be developed. Games, besides presenting content, promote learning that can be transposed to other semiotic domains. Education, in its various spheres, can benefit from this cultural format.
Keywords: Eletronic games, learning, semiotic domain, learning principles."
BITENCOURT, Fernando Gonçalves, et al. Polifonia e mídias urbanas: o agendamento da Copa de 2014 na cidade de Florianópolis. In: PIRES, Giovani de Lorenzi. O Brasil na Copa, a Copa no Brasil. Florianópolis: Tribo da Ilha, 2011.
FERRARI, Rodrigo Duarte, et al. Copa digital: blogs antecipam 2014. In: PIRES, Giovani de Lorenzi. O Brasil na Copa, a Copa no Brasil. Florianópolis: Tribo da Ilha, 2011.
MENDES, Diego de Sousa, et al. Blogs e blogueiros do Pan 2007: um estudo sobre os jogos no ciberespaço. In: PIRES, Giovani De Lorenzi (org.). “Observando” o Pan Rio/2007 na mídia. Florianópolis: Tribo da Ilha, 2009.
Este estudo partiu da premissa de que a cobertura dos jogos Pan-americanos do Rio 2007 se daria n... more Este estudo partiu da premissa de que a cobertura dos jogos Pan-americanos do Rio 2007 se daria não apenas através das mídias mais tradicionais, mas também fazendo uso de ferramentas digitais. Assim, nesse trabalho investigou de que maneira a cobertura dos jogos Pan-americanos foi apresentada no ciberespaço, a partir da análise de blogs específicos sobre o evento.
Revista Renote CINTED-UFRGS V. 10 Nº 3, dezembro, 2012
"This text describes a dissertation work in Education that had as objective propose a pedagogical... more "This text describes a dissertation work in Education that had as objective propose a pedagogical tool for the analysis of electronic games (EGs). To achieve this goal, a literature review of EGs dealing with issues such as learning in EGs, the analysis methodology of EGs, and the difficulties for the use of EGs at school is held. From the data collected by reviewing literature and conducting tests with students and teachers who utilized the tool to analyze EGs, our proposal was developed. The analysis tool had
a good evaluation from their users, which showed successful in its purpose. New research in concrete situations of pedagogical use of this tool to get EGs to school with the mediation of teachers can help to assess and improve it.
Keywords: analysis of electronic games, learning, media-education. "
Novas contribuições do LaboMídia/UFSC à pesquisa em Mídia-educação (física). 1. ed. Florianopolis: Tribo da Ilha, 2012. v. 1. 256p .
Esta pesquisa teve como objetivo principal desenvolver um roteiro para a análise pedagógica dos j... more Esta pesquisa teve como objetivo principal desenvolver um roteiro para a análise pedagógica dos jogos eletrônicos (JEs). O roteiro resultante deste trabalho tem como proposta servir tanto como uma ferramenta de apoio aos professores interessados em inserir os JEs em suas aulas, como contribuir em futuras pesquisas acerca destes jogos.
I Simpósio Santa Catarina Games, 2009, Itajaí. SCGames 2009, 2009.
"This article describes the early results of a research about educational possibilities of elec... more "This article describes the early results of a research about
educational possibilities of electronic games in the school context. In the questionnaire applied with 6th and 7th grade students of a public school of Florianopolis we got the most of the children have computers and videogame at home; almost half of them plays every day, the most popular games are action, adventure, fighting and sports and the most important aspect of the games to them are “to play with friends” and “to compete with friends and win”. Finally, the students think the school is not the place to play games, what makes us believe they don’t think the school as playful nor recognize educational attributes on games."
Simpósio Brasileiro de Informática na Educação, 2009, Florianópolis. SBIE 2.0 Anais do XX Simpósio Brasileiro de Informática na Educação. Florianópolis: UFSC, 2009. p. 1-4.
"his work describes the experience of a pedagogical use of an electronic game at school, present... more "his work describes the experience of a pedagogical use of an
electronic game at school, presenting its process of insertion as a subject of the classes, which occurred at the computer room. The proposal of the use of the game motivated the students and reached the teacher’s objectives. An interdisciplinary approach to the game could contribute to discuss the several issues raised by the game."
RENOTE, 2013
Neste estudo, investigamos as possibilidades de associação entre duas teorias da aprendizagem: os... more Neste estudo, investigamos as possibilidades de associação entre duas teorias da aprendizagem: os princípios de aprendizagem presentes nos “bons jogos” eletrônicos (PA) de James Gee e as inteligências múltiplas (IMs) de Howard Gardner. A interação foi discutida com base na noção de Domínio Semiótico (DS). A associação entre os trinta e seis PA e as oito IMs permitiu reduzir os resultados a seis grupos de itens, nos quais se destacaram, a princípio, os seguintes pontos: a) há vinte e nove PA que se relacionam com todas as IMs; e b) a inteligência interpessoal relaciona-se com trinta PA. Os resultados iniciais revelam que para que os PA possam se desenvolver a partir do jogo eletrônico dependem de sucesso num domínio completo.
Motrivivencia, Apr 16, 2009
... Victor de Abreu Azevedo1 Giovani De Lorenzi Pires2 Ana Paula Salles da Silva3 ... Obtemos ass... more ... Victor de Abreu Azevedo1 Giovani De Lorenzi Pires2 Ana Paula Salles da Silva3 ... Obtemos assim, na área da Educação Física os trabalhos de Alan Queiroz da Costa e Mauro Betti (2005, 2006), Cláudio Lúcio Mendes (2005), Dirceu Ribeiro Nogueira da Gama (2005), Silva ...
Plurais Revista Multidisciplinar Da Uneb, May 1, 2010
""This article describes the results of a study about the elect... more ""This article describes the results of a study about the electronic games educational possibilities through classroom experience where children play and create narratives. The paper analyzes some field observations made with LinCity-NG, a simulation game for Linux, in an english class, in the sixth grade in a public school of Florianópolis. The study concluded that even with the language and complexity difficulties of the game, the practice may be beneficial; by the reached achievements of the course or because it causes the children to have contact with the computers, collaborative behavior and motivated learning. However, the active role of teacher is necessary, she needs not only to study the game but to learn how to play it, so she can help the children to take advantage of the electronic games in the pedagogical practice. Keywords: Electronic games. Simulation. Education. Free Software. Narratives. LinCity-NG. ""
CRUZ, D. M., ALBUQUERQUE, R. M. A produção de jogos eletrônicos por crianças: narrativas digitais e o RPG Maker. In: Revista Comunicação & educação • Ano XIX • número 1 • jan/jun 2014, p. 111-120.
Este artigo descreve a utilização do Software RPG Maker 2003 em uma ação interdisciplinar de trab... more Este artigo descreve a utilização do Software RPG Maker 2003 em uma ação interdisciplinar de trabalho com mídias em uma escola particular. A proposta de atividade foi a de planejar e desenvolver um jogo eletrônico. A experiência foi proveitosa na abordagem de mídia-educação. O RPG Maker 2003 mostrou-se um software de fácil aprendizagem para a construção de narrativas oferecendo recursos que possibilitam desenvolver jogos diversificados e interessantes. A experiência foi proveitosa na abordagem da mídia-educação.
Esse texto é parte integrante de uma pesquisa maior realizada pelo grupo de estudos Observatório ... more Esse texto é parte integrante de uma pesquisa maior realizada pelo grupo de estudos Observatório da Mídia Esportiva do LaboMídia/UFSC, com apoio da Rede CEDES, que apresentou como objetivo identificar e analisar o agendamento da Copa do Mundo da FIFA 2014, durante o período que antecedeu e em que se realizou a Copa de 2010 na África do Sul em quatro blogs brasileiros, que foram selecionados de acordo seus respectivos potenciais críticos e de veiculação de informações esportivas de interesse público. O conteúdo dos blogs foi descrito e posteriormente analisado a partir de eixos temáticos de discussão denominados: economia, política, infraestrutura e legados da copa 2014. Percebemos a importância do blog como fonte de informação e de discussão entre os internautas. Palavras chaves: Agendamento, Copa do Mundo, blogs.
Electronic games (EGs) for educational or leisure purposes can provide enriching experiences both... more Electronic games (EGs) for educational or leisure purposes can provide enriching experiences both in and outside school, becoming an important aid in learning. However, at the site of the Inclusão Digital (SMED/POA) the educational games are prevalent among the activities indicated as a teaching resource. Thus, this research aims to investigate the EGs available at this site, looking for: a) to verify the pedagogical possibilities of these EGs and b) to raise proposals for exploration and implementation of the EGs at SMED/POA. The EGs can collaborate for the transformation of the relations of teaching and learning. At the end, we point out some suggestions of actions that we believe can contribute to the integration of the EGs at SMED/POA.
Keywords: electronic games, educational electronic games, public school, learning principles, basic education.
Ezine articles (2013)
Electronic games are one of the favorite leisure activities among people of all ages and social c... more Electronic games are one of the favorite leisure activities among people of all ages and social classes, thus electronic games deserve our reflection as an important cultural phenomenon. The question now for educational leaders and school administrators is how this technology could be inserted in the classroom.
Revista Renote v.11, n.1 (2013)
In this study, we investigated the potential association between two learning theories: learning... more In this study, we investigated the potential association between two learning theories: learning principles present in "good games" from James Gee and multiple intelligences from Howard Gardner. This interaction was discussed based on the notion of semiotic domain. The association between thirty-six learning principles and eight multiple intelligences has reduced the results to six groups of items, in which we highlighted the
following points: a) there are twenty-nine learning principles that relate to all multiple intelligences; and b) interpersonal intelligence relates to thirty learning principles. Initial results show that for the learning principles can be developed from an electronic game, the success on a complete domain is necessary.
Keywords: electronic games, learning theories, multiple intelligences, learning principles, semiotic domain.
In: II Computer on the Beach 2011, 2011, Florianópolis. Computer on the Beach 2011. Florianópolis - SC: UNIVALI, 2011. v. 1. p. 1-10.
"This article describes an experience with RPG Maker 2003 in an interdisciplinary course based o... more "This article describes an experience with RPG Maker 2003 in an
interdisciplinary course based on media learning of a private school. It happened during the first semester of 2010 with a sixth grade group with 11 students. The purpose of the activity was design and development of an electronic game. The difficulties and easiness perceived were described. We concluded that the experience was beneficial in media-education approach and RPG Maker 2003 proved to be considerably easy to learn and offers resources that makes possible interesting and multiple game possibilities."
Pesquisa em andamento - research in progress
Brazilian researchers as Felix (2009) and Penna and Macedo (2008) have pointed out that, in gener... more Brazilian researchers as Felix (2009) and Penna and Macedo (2008) have pointed out that, in general, deaf children have difficulties to elaborate texts written in Portuguese. On a visit to a municipal public school in Porto Alegre which only serves deaf students in December 2012 we reflected on this problem. Having as goal to propose an alternative methodology for the teaching of written Portuguese, and new metodologies for the digital age, we develop this project. With this project we intend to improve reading comprehension and text production of students through narrative writing.
PLURAIS Revista Multidisciplinar UNEB, 2012.
"This article describes the results of a study about the electronic games educational possibiliti... more "This article describes the results of a study about the electronic games educational possibilities through classroom experience where children play and create narratives. The paper analyzes some field observations made with LinCity-NG, a simulation game for Linux, in an english class, in the sixth grade in a public school of Florianópolis. The study concluded that even with the language and complexity difficulties of the game, the practice may be beneficial; by the reached achievements of the course or because it causes the children to have contact with the computers, collaborative behavior and motivated learning. However, the active role of teacher is necessary, she needs not only to study the game but to learn how to play it, so she can help the children to take advantage of the electronic games in the pedagogical practice.
Keywords: Electronic games. Simulation. Education. Free Software. Narratives. LinCity-NG.
"
Revista Renote CINTED-UFRGS V. 10 Nº 3, dezembro, 2012
"The importance of games for learning is recognized by classical authors of psychology. This pape... more "The importance of games for learning is recognized by classical authors of psychology. This paper explores the learning in games from the contribution of James Paul Gee (2004, 2008 and 2009). For this, introduces the concepts of semiotic domain and learning principles developed by the author. According to Gee, there are different semiotic domains that can relate to each other. In the semiotic domain of games, several important learning principles to contemporary life can be developed. Games, besides presenting content, promote learning that can be transposed to other semiotic domains. Education, in its various spheres, can benefit from this cultural format.
Keywords: Eletronic games, learning, semiotic domain, learning principles."
BITENCOURT, Fernando Gonçalves, et al. Polifonia e mídias urbanas: o agendamento da Copa de 2014 na cidade de Florianópolis. In: PIRES, Giovani de Lorenzi. O Brasil na Copa, a Copa no Brasil. Florianópolis: Tribo da Ilha, 2011.
FERRARI, Rodrigo Duarte, et al. Copa digital: blogs antecipam 2014. In: PIRES, Giovani de Lorenzi. O Brasil na Copa, a Copa no Brasil. Florianópolis: Tribo da Ilha, 2011.
MENDES, Diego de Sousa, et al. Blogs e blogueiros do Pan 2007: um estudo sobre os jogos no ciberespaço. In: PIRES, Giovani De Lorenzi (org.). “Observando” o Pan Rio/2007 na mídia. Florianópolis: Tribo da Ilha, 2009.
Este estudo partiu da premissa de que a cobertura dos jogos Pan-americanos do Rio 2007 se daria n... more Este estudo partiu da premissa de que a cobertura dos jogos Pan-americanos do Rio 2007 se daria não apenas através das mídias mais tradicionais, mas também fazendo uso de ferramentas digitais. Assim, nesse trabalho investigou de que maneira a cobertura dos jogos Pan-americanos foi apresentada no ciberespaço, a partir da análise de blogs específicos sobre o evento.
Revista Renote CINTED-UFRGS V. 10 Nº 3, dezembro, 2012
"This text describes a dissertation work in Education that had as objective propose a pedagogical... more "This text describes a dissertation work in Education that had as objective propose a pedagogical tool for the analysis of electronic games (EGs). To achieve this goal, a literature review of EGs dealing with issues such as learning in EGs, the analysis methodology of EGs, and the difficulties for the use of EGs at school is held. From the data collected by reviewing literature and conducting tests with students and teachers who utilized the tool to analyze EGs, our proposal was developed. The analysis tool had
a good evaluation from their users, which showed successful in its purpose. New research in concrete situations of pedagogical use of this tool to get EGs to school with the mediation of teachers can help to assess and improve it.
Keywords: analysis of electronic games, learning, media-education. "
Novas contribuições do LaboMídia/UFSC à pesquisa em Mídia-educação (física). 1. ed. Florianopolis: Tribo da Ilha, 2012. v. 1. 256p .
Esta pesquisa teve como objetivo principal desenvolver um roteiro para a análise pedagógica dos j... more Esta pesquisa teve como objetivo principal desenvolver um roteiro para a análise pedagógica dos jogos eletrônicos (JEs). O roteiro resultante deste trabalho tem como proposta servir tanto como uma ferramenta de apoio aos professores interessados em inserir os JEs em suas aulas, como contribuir em futuras pesquisas acerca destes jogos.
I Simpósio Santa Catarina Games, 2009, Itajaí. SCGames 2009, 2009.
"This article describes the early results of a research about educational possibilities of elec... more "This article describes the early results of a research about
educational possibilities of electronic games in the school context. In the questionnaire applied with 6th and 7th grade students of a public school of Florianopolis we got the most of the children have computers and videogame at home; almost half of them plays every day, the most popular games are action, adventure, fighting and sports and the most important aspect of the games to them are “to play with friends” and “to compete with friends and win”. Finally, the students think the school is not the place to play games, what makes us believe they don’t think the school as playful nor recognize educational attributes on games."
Simpósio Brasileiro de Informática na Educação, 2009, Florianópolis. SBIE 2.0 Anais do XX Simpósio Brasileiro de Informática na Educação. Florianópolis: UFSC, 2009. p. 1-4.
"his work describes the experience of a pedagogical use of an electronic game at school, present... more "his work describes the experience of a pedagogical use of an
electronic game at school, presenting its process of insertion as a subject of the classes, which occurred at the computer room. The proposal of the use of the game motivated the students and reached the teacher’s objectives. An interdisciplinary approach to the game could contribute to discuss the several issues raised by the game."
Dissertação (Mestrado em Programa de Pós-Graduação em Educação - PPGE/UFSC) - Universidade Federal de Santa Catarina, 2012. Orientadora: Dulce Márcia Cruz.
"From a media-education proposal, this work aims to develop and propose a pedagogical too... more "From a media-education proposal, this work aims to develop and propose a pedagogical tool for the analysis of electronic games (EGs). To achieve this goal, a literature review of EGs dealing with issues such as learning in EGs, the analysis methodology of EGs, and the difficulties for the use of EGs at school is held. From the data collected by reviewing literature and conducting pre-test and test steps with students and teachers who utlize the instrument to analyze EGs, our proposal was developed. The analysis tool had a good evaluation from their users, which showed successful in its purpose. New research in concrete situations of pedagogical use of the instrument to get EGs to school with the mediation of teachers can help to assess and improve the instrument.
Keywords: analysis of electronic games, learning, media-education.
"