Banca de DEFESA: ALÉX JÚNIOR PEREIRA DA SILVA

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
DISCENTE : ALÉX JÚNIOR PEREIRA DA SILVA
DATA : 12/12/2023
HORA: 14:00
LOCAL: Google Meet - E-mail institucional da UNEMAT.
TÍTULO:
POKÉMON LIVE AND MATHEMATICAL LEARNING IN THE EARLY YEARS

PALAVRAS-CHAVES:

Digital games, activity theory, mathematics, Pokémon.


PÁGINAS: 121
GRANDE ÁREA: Outra
ÁREA: Ensino
RESUMO:

This research was conducted with the aim of understanding the process of mathematical learning among early years students through the use of the digital game Pokémon Live. The participants of the research were 4th-grade students from Vereador Manoel Marinheiro State School in Tangará da Serra, Mato Grosso, the current workplace of the researcher. Participants were recommended by teachers, selected based on their interest in digital technologies, and their literacy skills. Preliminary data analysis suggests that during the learning process, there were insights into understanding the game, using mathematics to solve challenges, problems, and make decisions. Data collection involved participant observation, teaching experiments, logbooks, audio, and video recordings. The chosen methodological approach was qualitative, allowing for an in-depth understanding of participants' experiences and interactions. The meetings took place weekly on April 10th, 17th, 24th, and May 8th, 2023. The analysis was grounded in activity theory, focusing on multivocality and internal contradictions that arose during participants' interactions while dealing with challenges involving problem-solving and requiring mathematical fluency or its practice. Linguistic cues indicated moments of negotiation and tension resolution, promoting the development of students' mathematical reasoning. The analysis also highlighted the influence of external factors, such as internet connection issues and the game's dynamics, as well as participants' decisions regarding opponent movements that caused tension among participants. These tensions led to a combination of students' voices, forming a comprehensive understanding culminating in mathematical calculations aimed at damaging the opponent. The results suggest that participants gradually became familiar with the game's rules and strategies, leading to the planning of strategies involving damage calculations, health points, and the use of other digital technologies, such as the mobile calculator, to verify damage and make more accurate decisions. Individual voices, interactions in pairs, and the involvement of digital technologies contributed to the construction of collective understanding. Data analysis also emphasizes the importance of using these technologies, such as the Pokémon Live game and the mobile calculator, in contributing to students' learning by engaging them and promoting the reorganization of mathematical concepts. The results highlight the significance of interaction, challenge resolution, and strategy negotiation in mathematics learning through digital games.


MEMBROS DA BANCA:
Presidente - 122182002 - DAISE LAGO PEREIRA SOUTO
Interno - 135400002 - MINÉIA CAPPELLARI FAGUNDES
Externo à Instituição - HÉLIA JACINTO - Ulisboa
Notícia cadastrada em: 11/11/2023 13:51
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