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 - 9 de 9
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    Gamificação como estratégia metodológica ativa para o ensino de literatura : leituras literárias gamificadas de poemas
    (2023-11-23) Santos, Érika Vanessa Fonsêca dos; Silva, Ivanda Maria Martins;  http://lattes.cnpq.br/8436216704557833
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    Experimentação e gamificação : uma estratégia lúdica para o ensino de Física na Educação de Jovens e Adultos (EJA) ensino médio em uma Escola Estadual no município de Garanhuns-PE
    (2023-11-30) Santos, Jean Carlos Silva dos; Silva, Wellington Moreira da; http://lattes.cnpq.br/7676688107190556;  http://lattes.cnpq.br/1174488483383451
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    Tornando a aula de português divertida : um relato de experiência sobre gamificação e aprimoramento da comunicação oral no ensino fundamental
    (2023-11-27) Rodrigues, Sirleide da Silva; Larré, Julia Maria Raposo Gonçalves de Melo; http://lattes.cnpq.br/5560834728346049; http://lattes.cnpq.br/6457160466261998
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    Gamificação em sala de aula : relato de experiência sobre as potencialidades para o desenvolvimento da leitura no ensino médio
    (2023-09-28) Paixão, Marlí Rodrigues; Pedrosa, Paloma Pereira Borba; http://lattes.cnpq.br/1116526654784440; http://lattes.cnpq.br/5908539724470878
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    O incentivo à leitura literária através da utilização da gamificação
    (2023-12-18) Vieira, Jéssica Steffani de Santana; Pascoal, Vinicius Gomes; http://lattes.cnpq.br/4337188466286981; http://lattes.cnpq.br/2627045707742889
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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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    Utilizando o Kahoot como ferramenta pedagógica na construção do conhecimento em Cosmologia
    (2022-06-14) Castro, João Neves Passos de; Cunha, Rodrigo Carneiro; Santos, Larissa Carlos de Oliveira; http://lattes.cnpq.br/9071559983694986; http://lattes.cnpq.br/1697969615559433
    The work developed had as main objective to use a gamified activity produced in Kahoot to promote learning in Astronomy/Cosmology. The developed sequence proved to be an excellent tool for learning and reinforcing the physics content covered in this work. The research developed is qualitative in nature and sought to investigate, in an inverted classroom, the efficiency of a game as a potentially significant learning material for the study of cosmology through the Kahoot application.The work involved a class from the first year of high school, which has 44 students in a private school, located in the city of Recife-PE. During the performance of the playful activity, the increase in the interaction between student and teacher was very evident, which makes learning the content more viable, as well as the increase in motivation on the part of students in the content taught in the classroom, in addition to allowing the teacher a feedback from the class classes and a group of students about the taught content.
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    A gasificação como tecnologia disruptiva em sala de aula em vista a compreensão do diagrama de Hertzsprung Russell
    (2022-06-20) Sá, Maximiliano Freitas de; Miranda, Antonio Carlos da Silva; http://lattes.cnpq.br/3236324734090101; http://lattes.cnpq.br/8850023711264946
    Gamification is being used every day for educational and commercial purposes, as it allows the use of advanced computational resources to perceive a new reality, thus promoting the engagement of participants, allowing innovations in the classroom. In essence, it involves the development of models and simulations to understand in a practical and participatory way the exposed content, through the elements and objects developed in games, with the aim of better learning. Disruptive technology follows from a new technological perspective, in view of a new approach that has significantly revolutionized, whether in the market, product or service. The present work aims to develop a research from authors who validate the use of gamification and analyze the applicability of its use, through a game through the Educaplay platform, with items designed to understand the diagram by Hertzsprung Russell. Using qualitative and bibliographic research, in view of the proposed educational product, the product harmonizes with theories that take into account gamification, so through this, the product can be a way to circumvent the lack of teaching materials through the use of of the computer in the teaching of Astronomy? From this, the principle of using gamification to understand the Hertzsprung Russell diagram is presented. It provides here to corroborate proposals for virtual experiments through an environment with interactivity. Through bibliographic research, it is evidenced that, with the inclusion of a gamification platform, it promotes elaborate, engaged and constructive methodological constructions, with this the game proposes to promote and attribute to an educational practice.
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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.