Nascimento, Enzo Lago do; https://orcid.org/0000-0002-3088-1668; http://lattes.cnpq.br/2007583707848641
Resumen:
This dissertation presents a didactic strategy for teaching History based on elements of digital game
development, such as the RPG Maker game engine. The first chapter introduces fundamental concepts
about digital games, including their history, classifications, potential as cultural artefacts, and use as
historical sources, providing support for teachers who wish to apply the strategy in the classroom.
The second chapter analyses research in the field of History that has explored the use of digital games,
organizes teaching experiences, and proposes suggestions for Brazilian digital games related to the
culture and history of Brazil. In the third chapter, the didactic strategy is proposed in detail, grounded
in the concept of historical thinking, which aligns with socio-constructivism, highlighting its stages,
assessment methods, and the use of RPG Maker as a mediating tool for the activity. In discussing the
impact of digital technologies on education, it is evident that, although the speed of technological
advances and their impacts on society challenge traditional teaching methods, artefacts such as digital
games, depending on their use, can enrich the learning process by stimulating students' historical and
critical thinking, especially concerning technological transformations and the ways in which society
adapts to them.