Licenciatura em Química (Sede)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/26


Siglas das Coleções:

APP - Artigo Publicado em Periódico
TAE - Trabalho Apresentado em Evento
TCC - Trabalho de Conclusão de Curso

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Resultados da Pesquisa

Agora exibindo 1 - 4 de 4
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    Chemstories: uma proposta lúdica com muita imaginação, suspense e Química!
    (2022-06-02) Souza, Keyla Dayane Rodrigues; Simões Neto, José Euzébio; http://lattes.cnpq.br/3560726840212196; http://lattes.cnpq.br/2243457699504406
    By having a high abstraction’s degree, require spatial and mathematical reasoning and the approach, predominantly centered on teaching by transmission, Chemistry is, for the student, one of the most difficult school subjects. So, it seems necessary to us, among other actions, to choose activities that have the potential to arouse interest, which is a great challenge, especially in specific situations, such as youth and adult education, night school and, more recently, the reality of emergency remote teaching. Therefore, it is necessary for the teacher to seek the introduction of didactic strategies that enables a more atractive Chemistry’s teaching, including those that are able to place students in an active role. In this scenario, working with recreational activities, especially games, is increasingly gaining space in classrooms and research groups in Chemistry teaching, as it is an essentially motivating and attractive instrument, which can provide learning in a pleasant and spontaneous way. Through games, students awaken autonomy, creativity and concentration, essential aspects to effectively learn scientific concepts. If these activities are applied frequently, an environment is established in which taking pleasure in studying Chemistry is something natural and facilitates the understanding of the syllabus. Thus, this work aims to present ChemStories, a didactic game to be applied in schools, and in other spaces or areas, with the objective of bringing chemistry closer to students, motivating and developing learning. Based on Black Stories, a popular and macabre commercial game (stricto) with lots of suspense, fun and imagination, we present in this text how the ChemStories elaboration process took place, keeping all the mystery of the original cards and adding the Chemistry knowledge section, present on the back of the cards, with the aim of scientifically explaining what happened in the plots of the stories. We discussed the game when applied, for the first time in Higher Education, remotely due to the COVID-19 pandemic, then in a class of 9th grade of Elementary School, in hybrid teaching and, finally, with the 3rd year of high school, in a fully face-to-face manner. ChemStories proved to be efficient, as the students actively participated in the entire process. It seems to us that activities like these are necessary and Chemistry is present in our daily lives in activities that we do not even realize.
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    Impacto ambiental: uma proposta metodológica para o ensino de ciências numa perspectiva argumentativa com o uso de resolução de problema e do jogo didático Salve o rio
    (2022-06-03) Amorim, Caroline Vitória Alves; Silva, Suely Alves da; http://lattes.cnpq.br/3497194749381919; http://lattes.cnpq.br/0816099485845957
    The present work is based on presenting the contributions of the didactic game “Salve o Rio” as a strategy in the science teaching-learning process in elementary school, since several studies elucidate the difficulties the students show in having the discipline contents appropriated, demonstrating the need to develop alternative teaching methodologies. The purpose of this work was to evaluate the use of the game “Salve o Rio” as a methodological strategy, in order to stimulate the interest and motivate students on the topic of environmental education. The study was developed and applied with 9th grade students from a municipal school in the city of Recife-PE, whose classes had previously addressed the content of Environmental Education, adding up to 24 students. The interaction between the students, the teacher/student relationship and the way the teams argued at the time of application of the game were observed. It was seen that the cooperative character among the participants and the mood of enthusiasm and involvement in the execution of the game increased. As for the educational process, the didactic game “Salve o Rio” was characterized as an auxiliary tool for science teaching.
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    A superação do flogístico: uma aventura de RPG
    (2013-04-30) Silva, Alexsandro Alberto da; Almeida, Maria Ângela Vasconcelos de; Amaral, Ricardo Ribeiro do; http://lattes.cnpq.br/7704136680001681; http://lattes.cnpq.br/7841487134333019; http://lattes.cnpq.br/2011377431714562
    This study aims to analyze the use of a didactic game, the Role Playing Game (RPG), the teaching of the history of chemistry, Kuhn and philosophical perspective of science in the eighteenth century, in an attempt to improve the teaching-learning students, and parallel interaction promotes student-student and teacher-student classrooms Chemistry. Educational games are used as motivators and facilitators of the teaching and learning of scientific concepts. We emphasize that the purpose of this feature is not restricted to the memorization of the subject by the student, but search lead him to thinking, reflection and hence (re) construction of knowledge. The RPG adventure is experienced in live action form, titled "Overcoming the Phlogiston Theory: the caloric disguised" and is based on two philosophies that guide the construction of eighteenth-century science, empiricism and rationalism, and that epistemological century, with a priori reasoning (deduction) or rational and posteriori (induction) or experimental, and the twentieth century, in a Kuhnian view of science, conceiving that moment as a milestone in the history of chemistry of the eighteenth century and, therefore, there was a chemical revolution with its large representative Antonie Laivoisier, discoverer of oxygen, according to this epistemological perspective, the fact that still today is debated who was its discoverer, if Scheele, Priestley and Lavoisier, due to the crisis caused the current paradigm, the phlogiston theory. For the application of the game was chosen a class of sixth period of Degree in Chemistry, Federal Rural University of Pernambuco, which were divided into two groups, a defender of the phlogiston and other caloric, used the game and answered questionnaires probing. The results showed that the game contributed to a better understanding by the students of the historical significant that permeated the discovery of oxygen for chemical science, exploring students' conceptions in this context, and some students have achieved the learning objectives expected.
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    Ludicidade e ensino de química: as contribuições do Programa de Educação tutorial
    (2018) Pereira, Marília Elizabeth Pinto Gomes; Silva, Jadson Augusto de Almeida da; http://lattes.cnpq.br/8289890758877693; http://lattes.cnpq.br/8798775448927366
    This research had as general objective to identify which are the contributions of the Program of Tutorial Education for the teaching of chemistry in a ludic perspective. And, as specific objectives: to reflect on the actions of the Tutorial Education Program for the teaching of Chemistry in Basic Education; to reflect on the actions of the Program of Tutorial Education for the training of students of the course of Chemistry and to list the main academic productions on the teaching of chemistry in basic education in a ludic perspective. The research was done through documentary analysis and bibliographic review. The conclusions are that the main contributions of the Tutorial Education Program for Teaching Chemistry in a ludic perspective are the following: to contribute to the initial training of students of the Degree in Chemistry in order to make the access to the contents more attractive and contribute to disseminate the content in basic education through extension activities.