Storytelling Digital para a Jornada do Herói: Abordagem Didática na Aprendizagem e Narrativas para Jogos Digitais
Resumo
Nos últimos anos, os contextos educacionais têm se transformado profundamente devido aos avanços tecnológicos, trazendo benefícios e desafios. Entre estes desafios, destaca-se a competição pela atenção dos alunos e a dificuldade de mantê-los imersos nos processos de aprendizagem. Uma estratégia para atrair o interesse dos estudantes é a contação de histórias (storytelling), especialmente quando combinada com as tecnologias digitais, formando o storytelling digital. Assim, este artigo aborda o uso dessa técnica para construir narrativas inspiradas na jornada do herói, aplicada na disciplina de projeto de jogos do curso de Sistemas de Informação da UNIRIO. Realizou-se um estudo por meio de questionário, cujas questões se basearam em um modelo de avaliação de satisfação, atenção, relevância e aprendizado percebido. Os resultados evidenciaram percepções positivas dos alunos, apontando que o storytelling digital contribui para a satisfação, atenção focada, percepção de relevância e, consequentemente, o aprendizado.Referências
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Xu, J. e Frydenberg, M. (2021). Python programming in an is curriculum: Perceived relevance and outcomes. Information Systems Education Journal, 19(4):37–54.
Yin, R. K. (2015). Estudo de Caso: Planejamento e métodos. Bookman editora.
Yuksel-Arslan, P., Yildirim, S., e Robin, B. R. (2016). A phenomenological study: teachers’ experiences of using digital storytelling in early childhood education. Educational Studies, 42(5):427–445.
Cajete, G. A. (2017). Children, myth and storytelling: An indigenous perspective. Global Studies of Childhood, 7(2):113–130.
Campbell, J. (2003). The hero’s journey: Joseph Campbell on his life and work, volume 7. New World Library.
Churchill, N. e Barratt-Pugh, C. (2020). The digital entanglement of humanities, literacy, and storytelling. Reconceptualizing the Digital Humanities in Asia: New Representations of Art, History and Culture, pages 141–154.
Cronbach, L. J. (1951). Coefficient alpha and the internal structure of tests. psychometrika, 16(3):297–334.
De Jager, A., Fogarty, A., Tewson, A., Lenette, C., e Boydell, K. M. (2017). Digital storytelling in research: A systematic review. The Qualitative Report, 22(10):2548–2582.
Duarte, R. M. (2010). A jornada do herói: O monomito na ficção seriada lost.
Ezzy, D. (2013). Qualitative analysis. Routledge, London, 1 edition.
Goldstein, L. S. (2005). Becoming a teacher as a hero’s journey: Using metaphor in preservice teacher education. Teacher Education Quarterly, 32(1):7–24.
Hsu, L. (2017). Enhancing college students’ satisfaction and learning interest when the teacher uses a web-based platform while teaching. American Journal of Educational Research, 5(1):18–24.
Kasunic, M. (2005). Designing an effective survey. Technical report, Carnegie-Mellon Univ Pittsburgh PA Software Engineering Inst.
Lansiquot, R. D. e Cabo, C. (2011). Alice’s adventures in programming narratives. In Transforming Virtual World Learning, volume 4, pages 305–325. Emerald Group Publishing Limited.
Miller, C. (2014). Digital storytelling: a creator’s guide to interactive entertainment (Vol. 3rd). Burlington, Mass: Focal Press.
Nair, V. e Md Yunus, M. (2022). Using digital storytelling to improve pupils’ speaking skills in the age of covid 19. Sustainability, 14(15):9215.
NSN (2025). What is storytelling? National Storytelling Network.
Oliveira, E. G. d. e Classe, T. M. d. (2024). Digital storytelling como ferramenta de aprendizagem ativa na disciplina de introdução à ciência da computação. In Workshop sobre Educação em Computação (WEI), pages 160–171. SBC.
Psomos, P. e Kordaki, M. (2012). Pedagogical guidelines for the development of educational digital storytelling environments based on a pedagogical evaluation star. In EDULEARN12 Proceedings, pages 4697–4703. IATED.
Rizvic, S., Djapo, N., Alispahic, F., Hadzihalilovic, B., Cengic, F. F., Imamovic, A., Okanovic, V., e Boskovic, D. (2017). Guidelines for interactive digital storytelling presentations of cultural heritage. In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pages 253–259. IEEE.
Robin, B. R. (2016). The power of digital storytelling to support teaching and learning. Digital Education Review, (30):17–29.
Rodríguez, C. L., García-Jiménez, M., Massó-Guijarro, B., e Cruz-González, C. (2021). Digital storytelling in education: A systematic review of the literature. Rev. Eur. Stud., 13:13.
Rogers, S. (2014). Level Up! The guide to great video game design. John Wiley & Sons.
Schell, J. (2019). The Art of Game Design: A book of lenses. CRC press, 2ª edition.
Shelton, C. C., Archambault, L. M., e Hale, A. E. (2017). Bringing digital storytelling to the elementary classroom: Video production for preservice teachers. Journal of Digital Learning in Teacher Education, 33(2):58–68.
Souza, A. C. d., Alexandre, N. M. C., e Guirardello, E. d. B. (2017). Propriedades psicométricas na avaliação de instrumentos: avaliação da confiabilidade e da validade. Epidemiologia e serviços de saúde, 26:649–659.
Sylaiou, S. e Dafiotis, P. (2020). Storytelling in virtual museums: engaging a multitude of voices. In Visual computing for cultural heritage, pages 369–388. Springer.
Tamimi, M. A. M. A. (2024). Effects of digital story-telling on motivation, critical thinking, and academic achievement in secondary school english learners. Research in Social Sciences and Technology, 9(1):305–328.
Tanaka, P. J. (2008). Atenção: reflexão sobre tipologias, desenvolvimento e seus estados patológicos sob o olhar psicopedagógico. Construção psicopedagógica, 16(13):62–76.
Tzima, S., Styliaras, G., Bassounas, A., e Tzima, M. (2020). Harnessing the potential of storytelling and mobile technology in intangible cultural heritage: A case study in early childhood education in sustainability. Sustainability, 12(22):9416.
Vogler, C. (1985). A practical guide to joseph campbell’s the hero with a thousand faces. Hero’s Journey.
Vogler, C. (2015). A jornada do escritor: estrutura mítica para escritores. Aleph.
Xu, J. e Frydenberg, M. (2021). Python programming in an is curriculum: Perceived relevance and outcomes. Information Systems Education Journal, 19(4):37–54.
Yin, R. K. (2015). Estudo de Caso: Planejamento e métodos. Bookman editora.
Yuksel-Arslan, P., Yildirim, S., e Robin, B. R. (2016). A phenomenological study: teachers’ experiences of using digital storytelling in early childhood education. Educational Studies, 42(5):427–445.
Publicado
20/07/2025
Como Citar
CLASSE, Tadeu Moreira de; OLIVEIRA, Eduardo Gomes de; CASTRO, Ronney M. de.
Storytelling Digital para a Jornada do Herói: Abordagem Didática na Aprendizagem e Narrativas para Jogos Digitais. In: WORKSHOP SOBRE EDUCAÇÃO EM COMPUTAÇÃO (WEI), 33. , 2025, Maceió/AL.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 137-148.
ISSN 2595-6175.
DOI: https://doi.org/10.5753/wei.2025.7255.
