The strategies of the players of an RPG game in the context of water resources management: an analysis based on the discourse of the collective subject

Authors

DOI:

https://doi.org/10.5902/2236117055298

Keywords:

Collective Subject Discourse, Environmental Education, Water resources, CSD

Abstract

Games are widely used in Education because they enable analyzing strategies that come close to reality. In Environmental Education, the game helps understand a particular theme and allows the observation of the approach from a player’s perspective. In this way, each person can develop strategies that s/he considers relevant in the game. This study analyzes players’ strategies in an RPG (Role-Playing Game) in water resources. This work's main contribution is an empirical and qualitative study on individuals’ motivation and how they developed their strategies. As a result, we present the analysis of the players' habits through a semi-structured interview, which resulted in a set of speeches based on the Collective Subject Discourse (CSD).

Downloads

Download data is not yet available.

Author Biographies

Fernanda Pinto Mota, Federal University of Rio Grande, RS, Brazil

PhD in Science Education in the Graduate Program in Science Education: Life Chemistry and Health - FURG (2018).

Miriam Born, Federal University of Rio Grande, Pelotas, RS

PhD student in Computer Science at the Federal University of Pelotas (UFPel).

Marilton Aguiar, Federal University of Rio Grande, Pelotas, RS

Master's and doctorate in Computer Science from the Federal University of Rio Grande do Sul (1998 and 2004, respectively).

Diana Francisca Adamatti, Federal University of Rio Grande, Pelotas, RS

PhD in Electrical Engineering (Emphasis on Digital Systems and Computer Engineering) by the Polytechnic School of the University of São Paulo (2007).

References

ADAMATTI, D. F.; SICHMAN, J. S.; BOMMEL, P.; DUCROT, R.; RABAK, C.; CAMARGO, M. E.; JogoMan: A prototype using multi-agent-based simulation and role-playing games in water management. In: PROCEEDINGS OF THE SMAGET-CABM-HEMA CONFERENCE, 2005.

BARBOSA, Mariana Abibi Guimarães Araujo et al. Maximum streamflow: brief description of concepts and methods of regionalization. Revista Eletrônica em Gestão, Educação e Tecnologia Ambiental, v. 23, p. 42, 2019.

CHACON-PEREIRA, ALESSANDRA ET AL. Educação ambiental na gestão de recursos hídricos baseada no modelo de licenciamento ambiental. Desenvolvimento e Meio Ambiente, v. 49, 2018.

CHOI D, KIM J. Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & behavior, 7(1):11-24, 2004.

DUARTE G B, ALDA L S, LEFFA V J. Gamificação e o feedback corretivo: considerações sobre a aprendizagem de línguas estrangeiras pelo Duolingo. Raído. 2016;10(23):114-28.

FOGG, B.J. Persuasive technology: using computers to change what we think and do.Stanford University, p.2, 2002.

JACOBI, P. R.; FRANCALANZA, A. P. Comitês de bacias hidrográficas no Brasil: desafios de fortalecimento da gestão compartilhada e participativa. Desenvolvimento e Meio ambiente, v. 11, 2005.

LEFEVRE, F.; LEFEVRE, A.B M.; TEIXEIRA, J. J. O discurso do sujeito coletivo: uma nova abordagem metodológica em pesquisa qualitativa. In: O discurso do sujeito coletivo: uma nova abordagem metodológica em pesquisa qualitativa, pp. 138-138, 2000.

LEVEVRE, F.; LEFEVRE, A. M. O discurso do sujeito coletivo: Um enfoque em pesquisa qualitativa. Caxias do Sul: Pensamento Editora, 3. ed., 2003.

LEFEVRE, F.; LEFEVRE, A. M. Discourse of the collective subject: social representations and communication interventions. Texto & Contexto-Enfermagem, 23(2):502-7, 2014.

de LIMA, J. M. O jogo como recurso pedagógico no contexto educacional. São Paulo: Cultura Acadêmica: Universidade Estadual Paulista, Pró-Reitoria de Graduação, 2008.

MELO, A. C. B. de. Gestão de recursos hídricos: um estudo de caso em Picuí (PB). Bachelor's thesis, 2019.

MERO, G. T.; MERO, M. J.; MERO, G. T.; MICHAEL J. Role playing game. United States patent US 5,810,666, 1998.

MOTA, F. P.; ADAMATTI, D. F. Programming teaching in high schools: An analysis based on the discourse of collective subject. In: 2015 IEEE Frontiers in Education Conference (FIE), pp. 1-5, IEEE, 2015.

MOTA, F.; BOTELHO, S. C. B.; ADAMATTI, F. D. Serious Games as a Tool to Change People Attitudes: Analysis Based on the Discourse of Collective Subject. Literacy Information and Computer Education Journal (LICEJ),7(4):2398-405, 2016.

PRENSKY M. Digital natives, digital immigrants. On the horizon, 9(5), 2001.

TESSARO, J. P.; JORDÃO, A. P. Discutindo a importância dos jogos e atividades em sala de aula. Psicologia. com. pt, o portal dos psicólogos; 2 (08), 2007.

TUNDISI J. G. Novas perspectivas para a gestão de recursos hídricos. Revista USP, 1(70):24-35, 2006.

VYGOTSKY L. S. Aprendizagem e desenvolvimento intelectual na idade escolar. Linguagem, desenvolvimento e aprendizagem,10:103-17, 1988.

WAHRLICH, Júlia et al. AVALIAÇÃO DA SUSTENTABILIDADE DO CICLO DE VIDA: UMA REVISÃO. Revista Gestão & Sustentabilidade Ambiental, v. 9, n. 2, p. 183-201, 2020.

Downloads

Published

2021-03-22 — Updated on 2022-08-03

Versions

How to Cite

Mota, F. P., Born, M., Aguiar, M., & Adamatti, D. F. (2022). The strategies of the players of an RPG game in the context of water resources management: an analysis based on the discourse of the collective subject. Revista Eletrônica Em Gestão, Educação E Tecnologia Ambiental, 25, e1. https://doi.org/10.5902/2236117055298 (Original work published March 22, 2021)

Issue

Section

ENVIRONMENTAL EDUCATION