02. Unidade Acadêmica de Educação a Distância e Tecnologia (UAEADTec)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2876

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Resultados da Pesquisa

Agora exibindo 1 - 10 de 10
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    Jogos didáticos e o ensino de Física : uma proposta de recurso didático para o ensino de Eletrodinâmica
    (2023-12-05) Pereira, Amanda Mikaele Marques; Marques, Maria Danielle Rodrigues; http://lattes.cnpq.br/7367303830021148; http://lattes.cnpq.br/9668164096832929
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    O uso da tecnologia na divulgação da astronomia
    (2022-06-09) Andrade, Laércio Nunes de; Fonseca, Nara Nancy Nascimento; Leite, Bruno Silva; http://lattes.cnpq.br/4932752031807872; http://lattes.cnpq.br/1906415060076742; http://lattes.cnpq.br/6468663923367555
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    Jogo educacional para o ensino de astronomia no ensino médio: colonizando marte
    (2022-06-08) Alencar, John Miranda; Cavalcante, Vinícius Albuquerque; Miranda, Antonio Carlos da Silva; http://lattes.cnpq.br/3236324734090101; http://lattes.cnpq.br/6354901727868389; http://lattes.cnpq.br/9143007203563032
    In this research we approach the teaching of Astronomy with a focus on the Solar System and the colonization of the planet Mars. The research aims to analyse the application of an educational game with high school students from EREM Sizenando Silveira, two classes of the 1st year and two classes of the 2nd year were chosen for the application of the educational product. The theoretical framework was based on David Ausubel's meaningful learning and Lev Vygotsky's theories of teaching through games. For this, we divided the present work into 5 moments, in the first moment we applied a probing test, in the second moment we taught lectures using interactive teaching resources, in the third moment the students watched a documentary about space travel, in the fourth moment we applied the educational game that we developed and in the fifth and last moment we reapplied the diagnostic test with the purpose of discussing the results of deaths through the educational product. The educational product consists of a physical board game, adapted from the Monopoly game where throughout their journey students must rely on strategies and their knowledge of astronomy. From this work it was possible to verify that classes with the use of interactive software allow the student to better interact with the content and develop a critical sense about the difficulties of a space colonization, in addition the use of didactic games is a method capable of encouraging students through topics related to the teaching of astronomy and other related areas.
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    Uma proposta de sequência didática sobre o ensino de Planetas do sistema solar usando o jogo de trilha como Ferramenta educacional
    (2022-06-17) Silva, Cláudio Roberto Barrozo da; Lima, Márcio Antonio de; Santos, Larissa Carlos de Oliveira; http://lattes.cnpq.br/9071559983694986; http://lattes.cnpq.br/3797629213095919; http://lattes.cnpq.br/4874234219166591
    The objective of this work is to present a proposal for a didactic sequence of studies on the planets and dwarf planets of our Solar System. Highlighting the concepts and characteristics of each star and exploring the different contexts in Basic Education based on official documents, such as the Science curriculum of the state network of Pernambuco. The approach to these themes will be supported by David Ausubel's theory of meaningful learning, and we will use several previous organizers as resources to promote interaction between the topics covered. And we present as an educational product a board game, precisely, a track game, and thus exploring the potential that educational games make possible in the development of the teaching and learning process. The game, Pé na Trilha da Astronomia, allows the study of the topics addressed by managing the playful and pedagogical moment that occurs in the application of an educational game.
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    Jogos digitais como ferramenta de desenvolvimento de habilidades em crianças com Trantornos do Espectro Autista
    (2022-02-18) Silva, Elton Martins; Diniz, Juliana Regueira Basto; http://lattes.cnpq.br/0175193064988810; http://lattes.cnpq.br/9388489442092206
    The digital games market has grown a lot in the last years, with the production of games that have entertainment and fun as their main objective. Besides the common use, digital games have been gaining another visibility with educational purposes, benefiting society. This paper aims to explain how digital games can help in the construction of educational methodologies that will help in the cognitive development of children with autism spectrum disorder, showing the main available games developed and studied nowadays, their main technologies of use, and proposed benefits. These games can be used to improve educational methodologies that promote the inclusion of children with ASD in the school environment, through the development of motor, social, and cognitive skills. The ability to integrate this group into society has been increasing progressively these days, with the awareness of the population and also with the help of the development of new technologies. There is a certain advance when it comes to the development of teaching-learning techniques and methods for children with ASD. In this sense, technology is a powerful tool to improve teaching methodologies, since the challenges and barriers are still present in many moments. It is emphasized that it is essential to encourage new studies in the academic field, in conjunction with several areas to promote knowledge and proper direction of technological research, after all, technology is extremely comprehensive, and its resources should be used for the benefit of everyone in society.
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    O Brincar & as Brincadeiras na Educação Infantil: reflexões sobre ludicidade e mediação do professor
    (2019) Lima, Aparecida da Dores Silva de; Silva, Valéria Casemiro da; Santos, Giselle Maria Nanes Correia dos; http://lattes.cnpq.br/0295353071625877
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    O uso dos jogos no ensino da matemática
    (2022-01-20) Silva, Joanna D’arc Bispo da; Melo, Maria Aparecida Vieira de; http://lattes.cnpq.br/6705733173478276
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    A importância do lúdico como recurso metodológico no ensino de ciências
    (2022-01-21) Nascimento, Sirleide Karla Ferreira do; Nascimento, Regina Célia Macêdo do; http://lattes.cnpq.br/2339102253217709
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    Polygons: um jogo para auxiliar no estudo dos polígonos
    (2021-04-01) Lima, Reidylla Maria Santos de; Mota, Adalmeres Cavalcanti da; http://lattes.cnpq.br/8012304290999299; http://lattes.cnpq.br/5801736910631091
    Games have a power to attract, concentrate and teach strongly linked to the cognitive abilities of children and adolescents. The interactivity and intuition that digital games transpose, awaken stimuli, skills and skills, while providing entertainment and learning. In view of this scenario, this work presents the development of an educational game, quiz type, performed in the Tool GDevelop and addresses one of the main subjects of mathematics of the 6 year of elementary school, polygons, making learning fun and dynamic. It is expected that the application of the game developed in this project will contribute to the understanding of polygons, and result in a positive performance among students. The proposal is to indicate the stages of construction of the game, the process of choosing the details and the importance of introducing them into classrooms as an aid to the teacher.
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    Jogos e brincadeiras: uma forma de se educar
    (2019) Cardoso, Irani Irene; Santos, Giselle Maria Nanes Correia dos; http://lattes.cnpq.br/0295353071625877