DIGITAL GAMES AND ENVIRONMENTAL EDUCATION: CONTRIBUTIONS TO THE FORMATION OF ECOLOGICAL AND DIGITAL SUBJECTS IN THE CERRADO
Keywords:
: educação ambiental crítica, jogos digitais, cerrado, letramento digitalAbstract
This study investigated the contributions of digital games to literacy and digital literacy in conjunction with critical environmental education, focusing on the Cerrado biome. The research, which adopted a qualitative approach and theoretical-propositional approach, was based on a literature review and document analysis, including classical and contemporary authors—such as Piaget (1976), Vygotsky (2001), Freire (1996), Rivoltella (2012), Soares (2002), Sauvé (2005), Guimarães (2012), and Vicente (2025)—as well as normative documents such as the BNCC (2018/2022). The results indicate that digital games, when integrated in a planned and intentional manner into pedagogical practices, promote meaningful, interdisciplinary, and contextualized learning by developing cognitive, socioemotional, and ecological skills. The analysis allowed us to systematize a set of examples into a table, highlighting the pedagogical potential of different digital resources for developing ecological and digital subjects. The conclusion is that the critical use of digital games in schools increases student engagement, strengthens digital and ecological literacy, and contributes to the appreciation of the Cerrado as a collective heritage. We recommend expanding pedagogical practices that integrate digital culture and sustainability, as well as continuing teacher training for the conscious and creative use of these technologies.
References
BRASIL. Base Nacional Comum Curricular. Brasília: MEC, 2018. Disponível em: <https://basenacionalcomum.mec.gov.br/>. Acesso em: 05 set. 2025.
GUIMARÃES, Mauro A. Educação ambiental crítica: desafios teóricos e possibilidades pedagógicas. Revista Brasileira de Educação Ambiental, São Paulo, v.7, n.1, p.10– 26, 2012.
MORAN, José M. O uso pedagógico da tecnologia: novos tempos, novos desafios. In: SILVA, M. (org.). Tecnologia e cultura. São Paulo: Loyola, 2007. p.15–38.
PIAGET, Jean. A psicologia da criança. 2. ed. Rio de Janeiro: Bertrand Brasil, 1976.
RIVOLTELLA, Pier Cesare. Educar na era digital: novas mídias e mediação didática. Porto Alegre: Artmed, 2012.
SAUVÉ, Lucie. Currents in environmental education: mapping a complex and evolving pedagogical field. Canadian Journal of Environmental Education, v.10, n.1, p.11–37, 2005.
SOARES, Magda. Letramento: um tema em três gêneros. Belo Horizonte: Autêntica, 2002.
VICENTE, Bruna Gabriela Correa. Aprendizagem ativa no SESI: integração da metodologia STEAM com a Taxonomia de Bloom. In: PRÁTICAS DOCENTES E TECNOLOGIAS EDUCACIONAIS. v.1. p.1–14, 2025.
VYGOTSKY, Lev S. A formação social da mente: o desenvolvimento dos processos psicológicos superiores. 6. ed. São Paulo: Martins Fontes, 2001.