Eu e os Outros
Soledade, Ana Filipa
Ciências Sociais IDT, IPL-CIID Leiria, Portugal
DEED UAb Lisboa, Portugal
This paper comes in the sequence of the one presented in the last meeting of this Network (last October, in Lisbon), we intend to present and discuss a case study which results from the application of this game to a particular group of students.
?Eu e os Outros? is a personal and social skills training project, adopting the form of an interactive game that is based on eight different online narratives and presume the group exploitation driven by a technical team, from a set of instructions worked out in training settings. The scholar environment is a privileged area for prevention approaches with its education and information role which develops the reflection and the ability to make choices that drive to wise decisions and promote well being. This Project is based in the global communication process in nowadays ?network societies?, showing us that Internet is a precious tool helping the teaching / learning process, where teenagers play an active role in their training. This way, in a reflexive, active and critical perspective, we develop civic participation abilities, because the action-reflection methodology, in association to the game theory, distinguishes and stimulates the critical debate, stresses out the construction of knowledge and attitude and highlights the fact that all of them have abilities to solve problems.
This is an interactive multimedia online game designed for young students which intends to meet their references, interests, problems? Through the playful, this game, and its stories, stimulates creativity, learning and the reflexive debate of the youngsters? daily themes (eg. adolescence, growth, friendship, expectations and fears, doubts?). With this game it?s also possible to develop the media literacy, on one hand through the skills to play an online game and on the other and through the oriented and supervised research that they have to do in order to exploiting the themes as they appear.
The case study to be presented was developed with a group of students who are at risk of scholar abandon. In this paper we discuss the results of the game with this particular group ? difficulties, changes, their own perceptions of the experience.