Enigmata and Didactic Games in Philosophy: Prototyping, Materiality, and Teaching Practice in High School
DOI:
https://doi.org/10.5902/2448065796828Keywords:
Philosophy Teaching, Didactic Games, Prototyping, Materiality, Cognitive DecelerationAbstract
The genesis of the Enigmata project stemmed from an emergency diagnosis in Philosophy teaching in High School at the Application School of the Federal University of Santa Catarina (CA/UFSC). Faced with digital distraction and conceptual engagement difficulties, the research and prototyping of tabletop analog games (card games, boards, and puzzles) were developed as support resources for teaching. This experience report analyzes the feasibility of low-cost artisanal prototyping and the transition to PVC printing, evaluating ergonomic dimensions, cognitive deceleration effects, and guidelines for designing complex dilemma games.
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References
BOLLER, Sharon; KAPP, Karl. Play to Learn: Everything You Need to Know About Designing Effective Learning Games. Alexandria: ATD Press, 2017.
GOMES FILHO, João. Design do Objeto: bases conceituais. São Paulo: Escrituras Editora, 2006.
HUIZINGA, Johan. Homo Ludens: o jogo como elemento da cultura. 8. ed. São Paulo: Perspectiva, 2014.
KAHNEMAN, Daniel. Rápido e devagar: duas formas de pensar. Rio de Janeiro: Objetiva, 2012.
SCHWINDEN, Leonardo Francisco. Projeto Enigmata: jogos didáticos físicos para o ensino de filosofia. Florianópolis: Colégio de Aplicação - CA/UFSC, 2026. Disponível em: https://doi.org/10.5281/zenodo.21877510.
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Este obra está licenciado com uma Licença Creative Commons Atribuição 4.0 Internacional.



