Students walk through the stories narrated in the city through the game Pokémon GO
DOI:
https://doi.org/10.22478/ufpb.2317-6725.2019v0n40.40855Keywords:
Pokemon GO. Teaching History, Cyberculture, Historical ideas, City history.Abstract
This paper proposes to present a research carried out with high school students from a public school in Maringa, Parana, Brazil. We highlight at the moment our analysis on the ideas of these students in relation to the city (their hometown), obtained through the game application Pokemon GO. Taking advantage of the technology of amplified reality (juxtaposition between virtual and real), the students were able to walk through the city to find and reflect on some places, objects or images in which a certain story is told. The activity was developed according to the theoretical proposal of Isabel Barca's "aula-oficina" (2004) articulated with the disciplinary matrix of Rüsen (2001). The students constructed written narratives resulting from this activity, and these narratives are the material that we transform into synthesized ideas.Downloads
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Published
2019-07-06
How to Cite
RAMOS, M. E. T.; SZLACHTA JUNIOR, A. M. Students walk through the stories narrated in the city through the game Pokémon GO. Saeculum, [S. l.], n. 40, p. 377–401, 2019. DOI: 10.22478/ufpb.2317-6725.2019v0n40.40855. Disponível em: https://periodicos.ufpb.br/index.php/srh/article/view/40855. Acesso em: 21 dec. 2024.
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Dossiê