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Abstract(s)
A presente investigação partiu da vontade de evidenciar e transmitir o papel que a arte assumiu, ao longo da História, como agente de intervenção social e política e encontrar uma forma menos teórica e cronológica e mais divertida e desafiante de transmitir esse conhecimento. Por conseguinte, realizou-se uma investigação acerca da importância da Arte enquanto agentes políticos e sociais, onde esta aparece como produtora de mudança na sociedade, relevando um propósito simbólico e utilitário, mas também um estímulo para a transformação. Analisaram-se as dificuldades sentidas ao nível da transmissão de conhecimentos que, muitas vezes, é apenas parcialmente atingido, devido à exagerada importância de seguir a História de uma forma cronológica em detrimento de uma atividade lúdica, que motive o envolvimento e o interesse pelo tema. O jogo surgiu como um método para solucionar estes problemas. Como objeto didático é uma ferramenta de aprendizagem que, através de um processo dinâmico, desenvolve capacidades de trabalho em equipa e permite que os jogadores criem formas de consolidar conhecimentos acerca das temáticas que estão a ser abordadas. Pretende-se então fazê-lo a partir da análise e experiência de outros jogos já existentes, tanto em contexto pedagógico como em contexto recreativo, paralelamente a uma pesquisa que procura compreender as mecânicas utilizadas subjacentes aos jogos deste género. Assim, o projeto apresentado é um jogo de tabuleiro, com intuiot pedagógico. Este formato permite que o jogo seja desafiante e possibilita a abordagem de vários temas em torno da arte enquanto agentes ativistas. Objetivou-se que o seu design fosse apelativo, incorporando várias ilustrações, de forma a desenvolver um ambiente que envolvesse os jogadores. Neste sentido, complementou-se o jogo de tabuleiro com uma componente digital de Realidade Aumentada, que o torna mais dinâmico e aliciante. Finalmente, pretendeu-se que o objeto gráfico diluísse as fronteiras que distinguem o lúdico do processo didático.
The present investigation stemmed from the desire to highlight and convey the role that art has played throughout history as an agent of social and political intervention, while also seeking a less theoretical and chronological, yet more engaging and challenging, way to communicate this knowledge. Consequently, research was conducted on the importance of art as a political and social agent, where it emerges as a catalyst for societal change, carrying both a symbolic and utilitarian purpose, as well as serving as a stimulus for transformation. The study examined the challenges faced in knowledge transmission, which is often only partially achieved due to the excessive emphasis on following history in a strictly chronological manner, to the detriment of a more playful approach that fosters engagement and interest in the subject. The game emerged as a method to address these issues. As an educational tool, it serves as a learning instrument that, through a dynamic process, enhances teamwork skills and enables players to develop ways to consolidate knowledge on the topics being explored. The aim was to achieve this by analyzing and drawing from the experience of existing games, both in pedagogical and recreational contexts, alongside research focused on understanding the underlying mechanics of games of this genre. Thus, the project presented is a board game with an educational purpose. This format allows the game to be both challenging and capable of addressing various themes surrounding art as an activist agent. The design was intended to be visually appealing, incorporating various illustrations to create an immersive environment for players. In this regard, the board game was complemented with a digital Augmented Reality component, making it more dynamic and engaging. Finally, the goal was for the graphic object to blur the boundaries between playfulness and the didactic process.
The present investigation stemmed from the desire to highlight and convey the role that art has played throughout history as an agent of social and political intervention, while also seeking a less theoretical and chronological, yet more engaging and challenging, way to communicate this knowledge. Consequently, research was conducted on the importance of art as a political and social agent, where it emerges as a catalyst for societal change, carrying both a symbolic and utilitarian purpose, as well as serving as a stimulus for transformation. The study examined the challenges faced in knowledge transmission, which is often only partially achieved due to the excessive emphasis on following history in a strictly chronological manner, to the detriment of a more playful approach that fosters engagement and interest in the subject. The game emerged as a method to address these issues. As an educational tool, it serves as a learning instrument that, through a dynamic process, enhances teamwork skills and enables players to develop ways to consolidate knowledge on the topics being explored. The aim was to achieve this by analyzing and drawing from the experience of existing games, both in pedagogical and recreational contexts, alongside research focused on understanding the underlying mechanics of games of this genre. Thus, the project presented is a board game with an educational purpose. This format allows the game to be both challenging and capable of addressing various themes surrounding art as an activist agent. The design was intended to be visually appealing, incorporating various illustrations to create an immersive environment for players. In this regard, the board game was complemented with a digital Augmented Reality component, making it more dynamic and engaging. Finally, the goal was for the graphic object to blur the boundaries between playfulness and the didactic process.
Description
Keywords
Jogo de Tabuleiro Design Gráfico Game Design História da Arte Ilustração Realidade Aumentada Ativismo