DIGITAL LIBRARY
KIDSVILLE - A LAW TEACHING GAME
Universidade Positivo (BRAZIL)
About this paper:
Appears in: INTED2019 Proceedings
Publication year: 2019
Pages: 7403-7411
ISBN: 978-84-09-08619-1
ISSN: 2340-1079
doi: 10.21125/inted.2019.1804
Conference name: 13th International Technology, Education and Development Conference
Dates: 11-13 March, 2019
Location: Valencia, Spain
Abstract:
In 2005 the UN adopted a new sustainable development agenda, formed by 17 Sustainable Development Goals, that should be implemented by all countries by 2030.

Among the objectives set out is ensuring inclusive, equitable and quality education, providing students with the knowledge and skills necessary to promote sustainable development, including through education for human rights, gender equality, promotion of a culture of peace and non-violence, global citizenship, and enhancement of cultural diversity and the contribution of culture to sustainable development.

It is in this context that the project, which we intend to present, is inserted and is being developed in cooperation between the Law Course and the Institute of Technology, both of the Positivo University (Curitiba-Brazil).

This project aims to develop a game, whose target audience is children and adolescents, with a view to teaching basic concepts of constitutional law, human rights and citizenship.

In Brazil, research shows that, although legislation determines that education must have as one of its objectives the development of citizenship, the system and teaching strategies have not been efficient to do so. Basically, the school curriculum is aimed at training professionals qualified for the labor market, and there is a deficiency in citizen training, critical and humanistic.

The idea that constitutional law is a fundamental discipline for the construction of citizenship since it regulates fundamental political decisions on the State, Power and Fundamental Rights, is a consensus. For this reason, the same should be taught to all citizens, from childhood. This action would certainly contribute to the access to citizenship and to the exercise of popular sovereignty.

As a teaching and learning strategy, in view of the target audience, the profile of this new generation, the access, and popularization of technology, and the new educational theories, it was decided to build a game as a teaching tool.

Games have been present in society since remote civilizations and have since been used as fun. Recently, the power of games was discovered for other fields, such as education and for relationships, for example. In both cases, the games have the power to generate greater engagement in the involved, making the content absorption power greater.

In her book "Reality at Play," Jane McGonigal (2012) argues that today's "virtual exodus" is a fact (2012, 13/14). People have dedicated more and more time of their lives to virtual games. For the author, this can be seen in a positive way. It proposes the use of games to think and solve real-world problems.

Thus, with this background scenario, we believe that games can be an effective tool to teach basic concepts of constitutional law for children and young people, making them understand how society organizes itself politically and what fundamental rights. The project contributes, therefore, to the construction of citizenship. The University thus exercises its social function.
Keywords:
Game, law, united nation, sustainable development goals.