Banca de QUALIFICAÇÃO: CLEUNICE MARTINS DE SIQUEIRA DA SILVA

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
STUDENT : CLEUNICE MARTINS DE SIQUEIRA DA SILVA
DATE: 22/02/2021
TIME: 14:00
LOCAL: Web Conferência - Google Meet
TITLE:

EDUCATIONAL PROCESSES IN GAMIFICATION AND TEACHING OF FRACTIONS: AN EXPERIENCE WITH MATHEMATICS TEACHERS FROM THE MUNICIPAL NETWORK OF CAMBORIÚ/SC


KEY WORDS:

Formative Processes. Gamification. Learning. Fractions. Digital game.


PAGES: 60
BIG AREA: Ciências Humanas
AREA: Educação
SUMMARY:

Technology is inserted in people's daily lives beyond what we perceive, and the current generation is already born immersed in this new digital world. The traditional school no longer attracts them, games and elements of gamification are tools that, if used correctly, can positively help school teaching and learning. Teachers in turn need to learn/know these new technologies and also know how to use them making them effective in their planning. A pedagogical game cannot only be an object of entertainment, it needs to have clear teaching objectives, and for the teacher to assess which games really fulfill his pedagogical purpose, he needs tools that help him in the evaluation. This is one of the objectives of this research, to evaluate, through the Fraciomia game, the evaluation model developed by Savi (2011) so that teachers can use it in the evaluation of other pedagogical games. Aiming at the appropriation of this knowledge, this research presents several elements of the games that are important to create a cognitive environment more conducive to learning. The application of the evaluation model developed by Savi (2011) will take place through an online questionnaire, with math teachers from the municipal network of Camboriú in the evaluation of the digital game Fraciomia. The Fraciomia game presents the content of addition and subtraction of fractions with different denominators, in which the narrative and the development of the game do not allow success with attempts of errors and successes, but the application of the concepts of the content presented. The evaluation of the elements of gamification present in the game will be tabulated qualitatively and quantitatively by the answers to the questionnaire. It is expected with this study to validate the evaluation model and also the Fraciomia game as a tool to aid in teaching learning operations with fractions.


BANKING MEMBERS:
Presidente - 2322799 - AIRTON ZANCANARO
Externa ao Programa - 1801514 - CARLA MORSCHBACHER
Externa à Instituição - DANIELA KARINE RAMOS - UFSC
Notícia cadastrada em: 18/01/2021 09:58
SIGAA | Diretoria de Tecnologia da Informação - (47) 3331-7800 | Copyright © 2006-2024 - UFRN - jboss-sigaa-05.sig.ifc.edu.br.sigaa05