Banca de DEFESA: JONAS OLIVEIRA DA SILVA

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
DISCENTE : JONAS OLIVEIRA DA SILVA
DATA : 28/10/2021
HORA: 14:00
LOCAL: Sala de Webconferência via Google Meet
TÍTULO:
Digital game as a resource for learning number sequences

PALAVRAS-CHAVES:

Digital Educational Games. Arithmetic Numerical Sequences. Game-based teaching and learning.


PÁGINAS: 142
GRANDE ÁREA: Ciências Exatas e da Terra
ÁREA: Matemática
RESUMO:

This work has as general objective to create a prototype of a digital educational game to help the learning of arithmetic numerical sequences in high school, which could be incorporated into the teacher's work proposal, as well as to evaluate the game created from the perspective of educators and of the students. A systematic bibliographic research was carried out to understand the context of digital games in education, as well as to guide the creation of the digital game prototype. The process of creating, applying and evaluating the game was conducted through the conceptual model of Jappur (2014), which addresses these processes in an interconnected way, within the context of the classroom. For the game creation process, the application development phase of the Barbosa Neto methodology (2012) was also used. Jappur's (2014) model establishes the creation of educational goals for digital educational games through Bloom's revised taxonomy. To support this process of defining the objectives of the taxonomy proposed by the model, the textbook of two public schools in Sorriso-MT was analyzed. The analysis of the teaching material for the construction of objectives is indicated by Talbert (2019), which were selected and incorporated into the game. The game's prototyping took place using the Game Engine Construct 3. The application as a game took place in a private school in the city of Sorriso, because, due to the coronavirus pandemic, public schools had completely remote classes. Given the results obtained with the application and evaluation, conducted through the conceptual model of Jappur (2014), it is concluded that the proposal to build a digital educational game was achieved. The digital educational game positively allied knowledge to the entertainment factor intrinsic to digital games. The practice with the digital educational game promoted a fun, interactive class and helped the learning of arithmetic numerical sequences.


MEMBROS DA BANCA:
Presidente - 200181001 - SILVIO CESAR GARCIA GRANJA
Interno - 328.909.311-53 - VERA LUCIA VIEIRA DE CAMARGO - UNESP
Externo à Instituição - MAURO ANDRÉ DRESCH - UFMT
Notícia cadastrada em: 11/10/2021 10:03
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