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THEMATIC AXIS 5

Teaching History, Media, and Gamification

Coordinators

 

Mr. Max Alexandre de Paula Gonçalves

(Professor at IFPR/PhD Candidate, PPGH-UNESP)

Email: max.goncalves@ifpr.edu.br

 

Mr. Antonio Greff de Freitas (PhD Candidate PPGH - UDESC)

Email: tonigreff@gmail.com

 

Bruno Moulin Franco (Master's student PPGHispam - UFT)
Email: moulin.bruno@gmail.com

Abstract: This thematic axis aims to bring together researchers to discuss the intersections between games, research, and teaching, thus it is intended to welcome diverse investigations and studies that explore the phenomenon of video games and games in their various facets. The focus is on the creation and development of both digital games, which are those that function on electronic platforms, and analog games, which are played in a traditional way, without the need for electronic devices. Furthermore, it also seeks to highlight the integration that occurs between academic research and teaching, especially when this interaction is mediated through this engaging and innovative technology in the discipline of history. It also considers games as sources in historical research and how their narratives represent history. This thematic axis addresses studies on games, focusing on the creation of digital and analog games and the integration between research and teaching through this technology. It includes research on development practices (design, art, programming, interactive narratives); the educational potential of games (gamification, learning analytics, serious games); game culture and communities; the social, cognitive, and ethical implications of consumption and production; and the use of games as an object and/or tool in educational contexts and in historical research. It stimulates critical reflection and the production of knowledge that helps advance the field and understand games as a language and technology.

 

Objectives:

  • To provide an opportunity for discussion about the teaching of history in the media and the importance of historical-digital literacy.

  • To explore innovative methods and tools in the teaching and learning process of History;

  • To foster an environment for the presentation and reflection on different professional practices and approaches to History teaching;

  • To investigate historical culture and historical consciousness in the media;

  • To analyze the use of gamification in History teaching.

 

Target audience: Professors, researchers, and undergraduate and graduate students in History and History Education (ProfHistória), but also students, researchers, professors, and other professionals in the fields of Social Communication, Design, and Information and Communication Technologies.

Coordinators

Ms. Max Alexandre de Paula Gonçalves

Lattes: http://lattes.cnpq.br/8762760798059022

bruno franco.jpg
antônio.jpg

Ms. Antonio Greff de Freitas

Lattes: http://lattes.cnpq.br/1891882516668261

Bruno Moulin Franco

Lattes: http://lattes.cnpq.br/2563633016147902

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