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Ludic digital culture: reflections on the habits of students of the education course in LD
Author(s) -
Anderson Jorge Marcolino Pinheiro,
Luciane Guimarães Batistella Bianchini,
Marta Regina Furlan de Oliveira
Publication year - 2022
Publication title -
revista tempos e espaços em educação
Language(s) - English
Resource type - Journals
eISSN - 2358-1425
pISSN - 1983-6597
DOI - 10.20952/revtee.v15i34.17249
Subject(s) - perception , context (archaeology) , digital culture , exploratory research , pedagogy , mathematics education , field (mathematics) , psychology , qualitative research , higher education , process (computing) , sociology , computer science , social science , media studies , political science , mathematics , paleontology , neuroscience , pure mathematics , law , biology , operating system
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.

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