02.1 - Graduação (UAEADTec)
URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2877
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6 resultados
Resultados da Pesquisa
Item 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/8436216704557833Item 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/1174488483383451Item 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/6457160466261998Item 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/5908539724470878Item 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/2627045707742889Item 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/9388489442092206The 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.