Physical Education, Electronic games, Body practices, Virtualization.
This is a Research Project presented at the Professional Master's Program in Physical
Education in the National Network – ProEF, at the University of Brasília. The present
study proposes to experiment with a pedagogical proposal for experiencing virtualized
bodily practices through the use of electronic games in physical education classes for the
final years of Elementary School based on the Problematization Methodology. Electronic
games from the virtualization process have been presenting new possibilities for
experimenting with body practices and introducing new elements to body culture. We
understand that Physical Education should enable the pedagogical experience of the
electronic experience that students already have and promote reflection, questioning and
dialogue about these elements of children's and youth culture so that children and
adolescents can maintain a critical relationship with electronic games and can , thus
benefiting from its positive aspects. The research will have as participants students of a
6th grade class of the Elementary School Center 113 of Recanto das Emas - Federal
District. The general objective of this study is to experiment with a pedagogical proposal
for the experience of virtualized body practices, through electronic games in physical
education classes, for the final years of Elementary School based on the Problematization
Methodology. For the specific objectives were established: 1) Contextualize the process
of development and transformation of bodily practices throughout human history; 2)
Understanding the process of virtualization of body practices through electronic games
and its implications for school physical education; 3) Elaborate educational possibilities,
systematized in a didactic unit, for the experience of virtualized corporal practices in
Physical Education classes. This study will be exploratory, with a qualitative approach
and of the action-research type. The research methodology to be applied in this study will
be exploratory, with a qualitative approach, with an action-research design. The
methodological path will be developed in five phases, they are: (1) Bibliographic survey
seeking to approach the object of study and verify how it has been discussed/treated in
the scientific literature; (2) Application of the initial questionnaire to identify how electronic
games are present in the daily universe of students; (3) Elaboration of a didactic unit, with
six classes, for teaching virtualized body practices, through electronic games in Physical
Education classes, for the final years of Elementary School based on the
Problematization Methodology (BERBEL, 1998; 1999; 2016); (4) Pedagogical
intervention with the application of the didactic unit; (5) Application of the final
questionnaire in order to understand the students' perception about the experience of
playing electronic games in physical education classes. The collected data will be treated
qualitatively and based on the literature review. The aim of this research is to promote
reflection, problematization and dialogue about virtualized body practices and to analyze
the implications of these manifestations of culture for school physical education in the
digital age.