dc.description.abstract | This research starts with the problem of the loss of the operative function of the word "citizenship." This wear and tear have led to difficulties in contemporary citizen education practices, problematized by the new forms of use and appropriation of spaces, not only physical and analogical, but virtual and digital, or better, hybrids. The general objective of the thesis was the search for an update of the concept of citizenship, through the presentation of a concept of the city as a transgeographic connective network of citizen education. It is an investigation process inspired by the cartographic method of research-intervention, in the cartography of the controversies and the realistic review method. The empirical field of research was constituted in a transversal way, where the activities of two projects took place; one for academic research, developed in the context of the University and within the scope of elementary education; and another for corporate social action, developed in the context of one of the companies in the Unisinos technology park and within the scope of high school. We sought to investigate and analyze the distinction between the two projects about the cognitive regimes that guided the educational practices of both within the school institutions where they were developed. The analysis of these effects led to the need to verify to what extent the projects contributed to the entry of the actors involved in the cognitive ecology of cyberspace. From these experiences and analysis of the data produced, some elements are presented that can collaborate for the realization of innovative pedagogical practices, which contribute to the active inclusion of the school community in the digital culture. A proposal for citizen education is presented through the articulation between cyberspace and territoriality, which promotes civic education and the development of smarter, humane, sustainable, creative, educative and inclusive cities, through participatory sensing and collaborative monitoring, based on citizen science and gamification, through locative games such as geocaching, cibridizing the city and the exercise of citizenship. | en |