Gaming Culture: Teachers Perception in High Schools of Brazil
Victor Prado
a
, Carla Delgado
b
, Mônica Ferreira da Silva
c
, Lorena Pires Griõn
d
and Leandro Mendonça do Nascimento
e
Graduate Program in Informatics, PPGI/Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brazil
Keywords: Technology, Games, Gamers, Perception, Tournament.
Abstract: In order for games to be perceived as more than sheer entertainment, opening up its educational potential as
well as new professional possibilities for students, schools must first recognize and embrace this universe.
With this in mind, this work will attempt to demonstrate teacher’s perception of games in high schools of
Brazil, using the city of Maricá, in Rio de Janeiro state as an example. For this, the following research was
done over the period of a year and followed a City wide School versus School tournament, called Ti-Games
Maricá, which included a series of game based activities done in every single school of said city. This article
will focus solely on the impacts regarding activities for teachers and how it affected their perception of games.
1 INTRODUCTION
According to a research by the specialized company
Newzoo (2018), one with more than ten years of
experience and one of the most cited, there were more
than 75.7 million gamers in Brazil. Most of the
Brazilian youth play at least one digital game and the
country was in 2018 the thirteenth biggest game
market in the world.
Added to this, Brazil was in December 2019 the
fifth biggest internet user, surpassing the likes of
Russia and Japan, both notorious consumers of games
and digital technology. The same research by Statista,
another leading research firm, demonstrates that
every nine out of ten Brazilians access the internet at
least once a day.
The National Common Curriculum Foundation
has, as one of its principles, the use of technology in
class, in ways beyond that of administrative use. In an
act of legal dissonance, most public schools
implement measures to ban games and mobile phones
from school’s boundary.
For these reasons, the following research was
done following a city wide project called Ti-Games
Maricá, executed over the school year of 2019. While
a
https://orcid.org/0000-0003-3960-7195
b
https://orcid.org/0000-0003-3570-4465
c
https://orcid.org/0000-0003-0951-6612
d
https://orcid.org/0000-0003-2810-2415
e
https://orcid.org/0000-0002-6917-4274
the main activity was a school versus school game
tournament, there were a series of workshops, talks
and other activities involving games. This project was
the city’s first initiative toward building a game
development cluster.
With high dropout rates Brazil had the third
highest rate amongst countries researched by United
Nations Development Program (UNDP) in 2012
(UOL, 2013) many studies relate these rates with
learning deficits, which start in the third year of
elementary school, when 11,6% of students fail
according to the School Census of 2017, creating a
year-grade disparity as the student progresses. This in
turn, converges to at least 35% of the students that
complete elementary school, dropping out before
high school, according to ex Minister of Education,
Professor Maria Helena de Castro.
There is close to no research regarding the
correlation between the high dropout rates and the
lack of effective technology use in class by teachers,
or the relation with the mere lack of encouragement
in regard to games and technology use by these
institutions. However, as demonstrated by the World
Economic Forum Risk Report of 2021, two critical
risk factors for country development are related to the
Prado, V., Delgado, C., Silva, M., Griõn, L. and Nascimento, L.
Gaming Culture: Teachers Perception in High Schools of Brazil.
DOI: 10.5220/0010486603190323
In Proceedings of the 13th International Conference on Computer Supported Education (CSEDU 2021) - Volume 2, pages 319-323
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
319
disparity in access to technology and technology use
in education.
One evidence of the ill adapted environment,
which is Brazil’s usual public school to the current
student’s habits and world (digital natives), is in the
last Programme for International Student Assessment
(PISA). While this evaluation has been done every
two years for the last twenty, there has been little sign
of evolution in regard to public school’s
environments as perceived by students. “Bullying,
indiscipline and loneliness: the climate of Brazilian’s
schools as revealed by PISA in 2018” was the
headline that gave way to international notoriety of a
system that has little to no focus on embracing
students.
The same report states that nothing short of half
of the students skip classes in Brazil (50%) and 41%
recognize the high levels of indiscipline, as well as
23% feel alone in school, while 13% self declare
feeling sad in school. The very report indicates the
obvious; a better school environment helps reduce the
dropout rate.
1.1 Terms and Definitions
In 2015, a research done by Pew Research Center
about the perception of digital game universe by the
very consumers, demonstrated amongst a series of
facts, that the very users were prejudicial with certain
affirmations of the area. For example, men have twice
the chance of considering themselves “gamers” in
comparison to women, even though the number of
game consumers was practically the same.
“Game designers themselves offer a bewildering
and often contradictory set of definitions”
RaphKoster, (A Theory of Fun for Game Design,
2004).
The English dictionary Merriam-Webster, defines
the term “gamer” as being someone who plays games,
but more commonly used as someone who plays
digital games. For all means, we shall use this
definition in this research and consider “games” as all
digital games except those of gambling.
As for the concept of games in a broader sense,
we shall adopt Johan Huizinga concept of “magic
circle”, Homo Ludens, 1938, interpreted and more
thoroughly defined by Katie Salen and Erick
Zimmerman in Rules of Play, 2003.
While the Ti-Games project consisted in a series
of activities focused in demystifying the games
universe to students and teachers, the main element
consisted of a unique format of game tournament.
One never done before in Maricá and with only one
comparable example. For this reason, all tournament
referrals are about Ti-Games.
1.2 Necessary Study Delimitation
While the project focused on a series of activities that
aimed for the insertion of games in schools and the
recognition of gaming culture by these institutions,
this article focuses mainly on the impacts of said
project, on the perception of teachers. The whole
project, named Ti-Games, was requested by the city
of Maricá, in order to help develop a game cluster. It
was part of a greater development program for the
city, focused on transforming Maricá, in a
technological hub.
Therefore, focusing on this matter, the following
sections will describe only a fraction of the complete
project and try to briefly overview it.
1.3 “Digital Native” Students
In his 2003 book, “Don’t Bother Me, Mom I’m
Learning”, technology expert Marc Prensky suggests
the use of games for the development of children and
adolescents. Maybe possible benefits are attributed to
the habits of playing games. Prensky algo argues
thatthe current educational system is not adequate for
“digital natives”. In his opinion, teachers tend to be
technologically outdated when compared to their
students, not only in use and access to newer
programs, but also in language and expressions used.
Prensky coined the terms “digital native” and
“digital immigrant”, while talking about the
differences between generations and their
relationship with digital technology. He believes
digital natives were born in a world with digital
interfaces, contrary to those that saw its rise and had
to learn these new tools, “digital immigrants''.
2 METHODOLOGY
While all schools in the city did participate, it is worth
noting that this was never obligatory as well as the
involvement of teachers and faculty of each school.
Teachers received a questionnaire post first
contact with the project. This contact was officially
the first activity every school received and focused
mainly on demystifying games to the faculty.
The intention of this survey was to measure the
initial overall perception of games and its industry, by
each institution’s faculty.
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2.1 Ti-Games Project as Activity of
Introduction to Application of
Games in the School Environment
“Purposeful play builds self-confidence and real-
world problem-solving skills.” - Jane McGonigal
(SuperBetter: A Revolutionary Approach to Getting
Stronger, Happier, Braver and More Resilient--
Powered by the Science of Games)
The goals of the inter school tournament
comprehend the stimuli to sociability between
students through a democratic and inclusive
experience. This starts with the legitimacy of games
by schools and within schools, earning its space for
an official activity within school boundaries and with
the support of school faculty. The tournament was
designed for a friendly competition that values
process and collaboration and with no monetary gains
or ranking of skills.
In its first phase, the tournament works within
each school, with internal activities to select students
with greater affinity to games.
In the first day of actions, the principal and faculty
interested (a decision made by each institution) listen
to a brief talk about games and some scientifically
proven benefits of playing, as well as a brief summary
of the industry and its economic relevance. The goal
is to open a discussion focused on stamping out
common misconception about games and through
this, bring this generation of “digital immigrants”
closer to their students, who are “digital natives”
(Mark Prensky, 2001).
Soon after the faculty centered talk and
discussion, the students partaking in the tournament
are assembled for a talk about the game industry and
its career possibilities; however the main focus is
game development. There are other activities ranging
from workshops to game tournaments and while these
involve the faculty, they are all focused on attending
students.
Since most public schools have only basic
infrastructure, all necessary materials were brought
for the days which these actions were held.
Each of the fifty schools received the project
twice, meaning two days of several activities, one of
which established a school team. These teams were
made by the students with the highest score on the
internal activities. The first phase is expected to end
at the same time for all fifty institutions participating
in the project, this way there is no extensive time
lapse between activities for one or more institutions.
Schools can train or not while they wait for the
second phase. It is ideal that they create their own
internal activities centered on the tournament, in
order to fulfill one of the project’s goals, which is
institutionalizing games in schools, going beyond
access and actually supporting this hobby.
This school versus school phase requires
institutions to compete against each other in similar
fashion as students did within each school, in order to
create a team. Not only is the format similar so
students and teachers are already familiarized with it,
but there are other mechanics outside matches to give
each school extra chances. All schools can participate
in up to five bouts. No institution is penalized for not
showing up, nor do we remove merit for those that
manage to show up on all events. The way the team
divides themselves for each round is up to them and
if a team member cannot get in, any student from that
school can replace him. The team is a formality only
for the most part, an indication of achievement by
those 5 students. While they do have priority for the
second phase, there is no elimination for not showing
up.
The point system used was solely meant to
register the effort of each school community. There is
no way to gain massive advantage. Most points are
rewarding for showing up to each event and there is a
progressive decrease and in the amount earned. Points
earned for winning events serve only as a tie breaker
for classifying for the semi-finals.
Semi-finals and finals happen in one single event
and in classic key format (Swiss). Since the whole
project is about effort and school mobilization
through games, this more competitive part is only
done as a symbolic event and extending it would go
against core values of the tournament. Unlike most
game tournaments, the project is not interested in
ranking or reinforcing loss of defeat. For this reason
the prize awarded is the same for the first and second
placed teams. Furthermore, the prize is a gaming
room for each school. Students that represented the
winning team get their name on metal plaques to go
with the equipment and structure for each school. All
semi final participants get unique shirts and
certificates, the same goes for all faculties
accompanying them, as to value the moment and their
feat.
2.2 Analyses of Initial Survey after
First Contact with the Project
One of the main goals of the project was to provoke a
paradigm shift in the way schools and faculty face the
relationship between newer generations, technology
and digital entertainment; for this is fundamental do
any pedagogical implementation of games.
Gaming Culture: Teachers Perception in High Schools of Brazil
321
Figure 1: Most teachers said they were not familiar with
games in any sense.
With these premises in mind, we endowed the
Tournament with activities aimed at informing the
faculty of all schools of the city of Maricá, of the
potential of games beyond entertainment, including
professional possibilities within this industry. One of
these activities was a 25 minute presentation, done in
each of the fifty schools, at the start of visit, for some
of the available faculty, but always including the
school’s principal. After the presentation, time was
reserved for questions and discussions regarding
anything related to the topic. Only after concluding
this session, did we hand out the survey for those who
were present. We collected 136 responses, from
which the majority were given by principals and head
coordinators of each school.
This report is based on these answers received.
The first question was aimed at exposing the
respondent relation with games. We asked them to
classify their opinion and offered four possible
answers. In order to avoid biased responses, masked
by self-esteem, this question was preceded by a
simple straightforward question about the content
seen.
This initial data was confronted with the
information received by the survey done at the end of
the project.
According to results, many teachers did not
believe games could be anything more than
entertainment. Only 30% of teachers already
encouraged the use of games before the Tournament.
Since participation was optional, it is safe to assume
that most of the teachers that took part in the project
were already open to new possibilities.
The absolute majority of respondents (teachers
that heard the presentation and participated in the
activities) changed their perception in relation to
games and further possibilities of its use in class.
Many did not know much about the industry and
economic dimension of this universe.
2.3 Teachers Evaluation at the End of
the Project
Figure 2: Most teachers expressed some interest deepening
their understanding of games.
These evaluations were conducted on the last day of
the project, at the end of all activities, December 8
th
of 2019. One of the reasons for the low count of
answers was the fact that many schools were not
present on the Tournament’s last day, as well as the
school’s year end. All answers were voluntary and
could also be made online, during the weekend, with
a link sent to teachers that participated. This also
ended up contributing to a lower count, since we did
not foresee a closure of public school’s social
networks during that month, due to a court order. This
impediment resulted in poor communication with
teachers and amongst themselves, affecting the
involvement of more than half of the schools (since
the majority was public).
All teachers that responded observed that all their
students were involved in the tournament in some
manner. Half of these students were involved by
school spirit and cheering, evidencing the
participation for beyond sheer engagement in direct
activities. This fact is made clear by answers related
to involvement of the school community. Most
affirmed that school direction had a direct
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contribution. This is further reinforced by the
necessity of a formal request to join the tournament,
signed by each school’s direction at the start of the
project.
Figure 3: Immediately after the talk, most teachers were
intrigued by the possibilities involving games and its
culture.
This total commitment from the school, illustrates
the importance of answers in regard to the possibility
of positive results towards education, by the use of
games in class. Most of the respondents confirmed
their belief in this possibility. These same teachers
affirmed in their majority, that they noticed a greater
interest in school by their students, after the start of
the project.
3 FINAL ANALYSES OF THE
IMPACT OF TI-GAMES ON
TEACHER’S PERCEPTION OF
GAMES
While only a fraction of the total research done over
the complete Ti-Games project. It is imperative to
highlight the importance of the teacher's involvement
in the overall project and the clear correlation
between their effort and the final result. Not only
were they the ones responsible for the school’s
mobilization, but without their direct support and
belief, games cannot be legitimized within school.
Although not the focus of this article, it is
important to note that all teams that advanced to the
finals had major participation from teachers. In other
words, it was common for some of the teams
(schools) in the finals to be led by the same teacher.
This meant that those teams represented two different
schools and this equaled two different communities
and jobs for the professor, yet the common
denominator was the teacher’s mobilization effort.
This clearly states the weight of a teacher’s belief and
the importance of focusing on their perception, before
the introduction of any new educational tool.
It is recommended that further research is done on
the embracing of games within schools, without
specific use. How the recognition of this tool and
associated culture by the school and faculty, can
impact the lives of students in this day and age.
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