Navegando por Autor "Barbosa, Leandro José"
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Item Em busca do Césio-137: uma proposta lúdica para o ensino de radioativade(2022-09-20) Lima, Ariane da Costa; Simões Neto, José Euzébio; Barbosa, Leandro José; http://lattes.cnpq.br/3815549830656148; http://lattes.cnpq.br/3560726840212196; http://lattes.cnpq.br/2701795586493198Chemistry is one of the subjects that make up the students' curriculum and plays a fundamental role in enabling the individual to understand the phenomena that exist in their daily lives. However, it is one of the subjects that presents the greatest difficulty, mainly due to the need for abstraction, especially in the teaching of radioactivity, leading to a lack of interest and demotivation among students, as they are unable to attribute a relationship between the contents and their reality in the world. Therefore, there is a need to add, in the teaching and learning process, new methodologies that favor the student's recovery and interest in learning Chemistry. The use of games has proven to be a great pedagogical resource to minimize such difficulties, as they make it possible to work on any content in a pleasurable way, based on leisure and fun. Thus, with the aim of bringing Chemistry closer to students, we developed and validated a didactic board game of the Agon/Alea type, called “In search of Césium-137”, which presents as a context the radioactive accident in Goiânia/GO, for application in a 3rd year high school class, in order to immerse the student in a scenario rich in information, based on the famous local accident, so that we could evaluate the potential of the game in the process of teaching and learning radioactivity content, from validation following the criteria structured by Nowak and Souza. After application, in validation, we realized that the game proved to be efficient, as students actively participated in the entire process, demonstrating enthusiasm and cooperative attitude, in addition to meeting the criteria of Interaction between players, Dimension of learning, Gameplay, Space and time limitation , Application, Challenge and Creativity. Furthermore, our results converge with the observations found in the literature, corroborating the ability of games to improve content enjoyment. Furthermore, the proposed material managed to fulfill its role, both in the playful and educational dimensions, promoting moments of relaxation, interaction and effective learning of the specific content.Item Energia, substância e vida: como os jogadores de videogame (gamers) entendem esses conceitos?(2022-05-30) Barbosa, Leandro José; Simões Neto, José Euzébio; Silva, Flávia Cristiane Vieira da; http://lattes.cnpq.br/7354496286889274; http://lattes.cnpq.br/3560726840212196; http://lattes.cnpq.br/3815549830656148Conceptual Profiles were thought of by Mortimer as a way to model the heterogeneity of thinking in Science classrooms and, over the decades, came to rely on a theoretical and methodological framework that allows thinking of the proposal as a theory of learning, the Theory of the Conceptual Profiles. The proposition of conceptual profiles, theoretical and methodological reflections and applications in the classroom configure the most usual paths of investigations in this research program, however, more recently, some works focus attention on ways of thinking and ways of speaking related to communities of practice, groups that share the same interests. Thus, we situate the present work in this perspective, presenting the general objective, to analyze the emergence of the zones of the conceptual profiles of Energy, Substance and Life in images and in videos of classic video games, which were presented to three gamers, with different relationships with the Natural Sciences, which work in different institutions, but which are part of the same community of practice. Based on a semi-structured interview with the participants, we sought to analyze the emergence of ways of thinking about such concepts, based on their ways of speaking, when placed in specific situations of the games, based on the situations presented, images and short excerpts from games, displayed on video. In the analyses, we seek to associate the ways of speaking with the ways of thinking that are characteristic of the zones of each of the conceptual profiles considered. We perceive the emergence of several areas of the highlighted conceptual profiles, associated with each of the presented contexts, in game situations, taking into account the pragmatic value of each way of thinking. Still, we consider the proposal as a possibility to broaden the understanding of fundamental concepts in Science, in situations outside the classroom, expanding the directions for the research program in conceptual profiles.