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                <text>Agricultura sostenible</text>
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                <text>Dominio científico: Agricultura sostenible</text>
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              <text>O game The Sims como catalisador da aprendizagem tecnológica de meninas</text>
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              <text>Elisabeth Gee</text>
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              <text>Este artigo descreve como o jogo de computador The Sims e o mundo virtual Teen Second Life foram usados como pontos de partida para o desenvolvimento dos interesses e das capacidades de meninas em relação às tecnologias de informação. A trajetória de uma menina é usada para ilustrar o modo como a experiência com os games serviu de catalisador para promover sua paixão pelos computadores, envolveu-a em aprendizagens proativas e permitiu que ela passasse a ver a computação como uma potencial escolha profissional. Discute-se o papel do reconhecimento público, das comunidades de fãs e das mudanças nas ecologias de aprendizagem nas famílias em relação à tecnologia de informação e comunicação. O artigo conclui identificando estratégias e perspectivas ligadas ao uso dos games na aprendizagem das meninas no campo da tecnologia.      The Sims as a catalyst for girls' it learning  Abstract         This paper describes how the computer game The Sims and the virtual world Teen Second Life were used as starting points for developing girls’ interests in and capabilities with information technology. One girl’s learning trajectory is used to illustrate how gaming served as a catalyst for fostering her passion for computing, engaged her in sustained, proactive learning, and changed her view of computing as a potential career choice. The role of public recognition, fan communities, and changing family ecologies for IT learning are discussed. The paper ends with identification of strategies and issues related to the further use of games for girls’ IT learning.  Keywords: Gender and education. Science and technology. Computer games.     The Sims como catalizador para el aprendizaje de tecnología de las niñas   Resumen  Este artículo describe como el juego de computadora The Sims y el mundo virtual Teen Second Life fueron utilizados como punto de partida para el desarrollo del interés y de las capacidades de las niñas en relación a las tecnologías de la información. La trayectoria de una niña ilustra el modo como la experiencia con games sirvió de catalizador para estimular su pasión por las computadoras, la involucró en aprendizajes proactivos y le permitió que pasase a ver la computación como una potencial elección profesional. Son discutidos el papel del reconocimiento público, de las comunidades de fans y de los cambios en las ecologías familiares en el aprendizaje en tecnología de la información y comunicación. El artículo concluye identificando estrategias y perspectivas vinculadas al uso de los games en el aprendizaje de las niñas en el campo de la tecnología.  Palabras claves: Género y educación. Ciencia y tecnología. Juegos de computadora.</text>
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              <text>2016</text>
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          <name>Subject</name>
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              <text>ciência e tecnologia, gênero e educação, jogos de computador</text>
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              <text>10.5007/2175-795X.2015v33n3p1011</text>
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              <text>Perspectiva</text>
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              <text>Universidade Federal de Santa Catarina</text>
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          <description>The spatial or temporal topic of the resource, the spatial applicability of the resource, or the jurisdiction under which the resource is relevant</description>
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              <text>Special aspects of education, Education</text>
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              <text>&lt;a href="https://periodicos.ufsc.br/index.php/perspectiva/article/view/36443" target="_blank" rel="noreferrer noopener"&gt;https://periodicos.ufsc.br/index.php/perspectiva/article/view/36443&lt;/a&gt;</text>
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