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Gamificação: da escola para comunidade | Brenda Severo e João Davi | TEDxUnisinosSalon


hello and your colleague joao laet a colleague

brenda we are john school pupils

goulart and we are in the seventh year

our school it has about 1400

students at the school located in são

leopoldo in the neighborhood faces many

social problems

even facing several obstacles have

teachers who develop projects well

cool that give us new

spaces to develop to show

better our capacity for our

creativity

we are here to share a little

from our history our experiences and

project is this

imagine if you could create a game

tell the story of his school and

the problems you face

do you think you would be able to create

This game

yes no maybe you would still believe

that this game could promote a new

critical thinking among students

we believe that nobody can even

seem a very strange idea different

traditional lessons that many

teachers often walk around but

for us to create games is all about

with the school we want to have in the

majority of students who have

to be at school to do

something that is productive so that they

to show their potential

capacity and creativity

after all, all the young people who have

technology and are not young people is not

same

research shows that 82 percent of

Brazilian adult population and 13 and

59 years play games games between

platforms such as the consoles and

tablet PCs and other cell the

Brazilians spend an average of more than

five hours connected on cell phones

tablets and computers

This is the day after all, what is it that you

learn so much time online already stopped for

think why young people like it so much

technology and exploits this school

technology in a creative way to

develop new learning of

students

We are students of a public school

lacking technological resources

We developed the project and we want to 5m

share some of our history

and the idea of ​​our game with you

representing the voice of several students

who believe in this project in

ability of students

the project arose from the will of students

to work on digital games all

started during a reinforcement class

Portuguese language with the students of the 2nd

in front of the students a group of students who

called the teacher if it was possible they

learn rules of accent through

of a game is already created by them

this uneasiness generated new discoveries

in our school and the union of different

young people who like challenges

teacher renata martins also another

restless was decided to invest in the idea

of the students and went in search of

discover a verification project in

a university in which he

goal of game 5 – is to show the change

in our school and in our community

who is in the young generation

using technologies both in the production

how much in the game itself

we did a research in this school

where 88 percent of students in

years that responded to the

questionnaire stated that they play

both online and offline

he also acknowledges that games do not

serves only to warn that it is not only

for the end but also as a means of

learning and development , such

things like english logical reasoning

creativity the agility strategy

among others

then our project the students are the

creators modelers and programmers

developing computational thinking

but beyond all this part of the

technology also has a history low

geography and the evaluation of

that our school faces beyond the

of the game narrative this is cool

because it is a project where all the

can integrate and help me

I got a verification when the

history of the school and the problems

it is possible to recreate everything in

a game and put the students to think

critically about their problems

believe that it is possible to do

schools to create our game we

we used the modeling program

blender programming it is a software

operating in the operational program

linux pro can be installed

in schools to develop games in 2d

it’s 3d

it allows animation and rendering

programming and modeling by developing a

logical reasoning and creativity for

Hindering games of course

we face the biggest obstacles

we faced at our school in the

project was precisely the lack of

technological resources necessary for the

game development

we have computers with only

children

I hit memory then we do not need

say place goes straight would be nice if

we had some partners are

accepting help us claw will

we never lacked in our class that even

This teacher, what was really lacking was the

technology the bridge we have to achieve

a notebook compensated with another

municipal school for textured power

and program our game that is us

We have everything to go wrong but with

determination and project partners gave

right so we feel on the skin that

public schools need more

investment in technology

we were able to share a

little of our knowledge in some

events like MOSTRATEC tic stay john

goulart wlc 1st and 2nd edition

There we gave workshop on blender and

Now that you’re in Texas in a hall

we believe that just like the game

can develop the

learning materials such as

mathematics

others

the game tells the story and the problems

that a school faces it can

develop a new critical thinking

among students

certainly after all this we are not

plus the same

of course we change the way we think

so we have more responsibilities

we learn to discuss working in

even defending our ideas

we find that we have talents and

we come to believe more in our

capacity

we know that all this is the result

the investment of a teacher in the

your students because until the end I believe

in our potential

the experiences that we spend

knowledge we have acquired has resulted in

students dedicated to making a difference

even when facing various obstacles

we prove that schools are fundamental

invest in the capacity of their students

same

even with various problems and lack of

technology

together we students and teachers are

capable of transforming the world

thank you

[Applause]

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