Banca de QUALIFICAÇÃO: JULIANA CRISTINA SCHMIDT SCHONS

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
DISCENTE : JULIANA CRISTINA SCHMIDT SCHONS
DATA : 24/03/2022
HORA: 14:00
LOCAL: UNEMAT SINOP pelo google meet
TÍTULO:

GAMIFICATION IN THE DEVELOPMENT OF PORTUGUESE LANGUAGE LEARNINGS FOR ELEMENTARY SCHOOL STUDENTS


PALAVRAS-CHAVES:

gamification, teaching-learning process, technology, inclusion.


PÁGINAS: 130
GRANDE ÁREA: Ciências Humanas
ÁREA: Educação
SUBÁREA: Tópicos Específicos de Educação
ESPECIALIDADE: Educação Especial
RESUMO:

The present research aimed to analyze whether the use of active learning methodologies, using gamification, working interdisciplinary the didactic contents of Portuguese, mathematics and art, is able to positively influence the active participation of students in classes. Thus, the following specific objectives were established: to identify the students' level of motivation through autonomy; Identify commitment to collaborative work; to verify if the students, from the gamification strategy, recognize the textual genres, as well as the ability to use them on a daily basis; recognize whether gamification as an active methodology contributes to the teaching-learning process and to the development of socio-emotional skills. Thus, the bibliographic study began on the themes of active methodologies and gamification as an active methodology, supported by Alves (2014), Alves (2018), Eugenio (2020), Kapp (2012), Moran (2018). Therefore, the concept on the subject was defined, highlighting the main elements that are present in gamification, such as: avatars, competition, collaboration, levels, rewards, feedback, among others, which can be used to promote student engagement. in achieving an objective. Also, aiming to develop a product capable of encouraging the interaction and inclusion of all students, regardless of their physical, social or gender characteristics, this work is based on researchers such as Mendes (2001, 2017), Ferreira (2014), Ribeiro ( 2019). The research involves the development of a gamified product, having technology as a basis for doing research and producing works, the game being applied in three 5th grade classes at the State School Professor Djalma Guilherme da Silva, located in the municipality of Sinop/MT. Participant research was used as a methodological basis, as there was interaction and involvement of the researcher with the researched, seeking to deeply understand the research subjects. To enable the analysis of the results, the classes were observed during the application of the game, with photographic records, filming and semi-structured interviews. It is concluded that gamification as an active methodology is promising and contributes to the development of the teaching-learning process, socio-emotional skills and strengthens the bond between students and between students and teachers.


MEMBROS DA BANCA:
Presidente - 25709002 - SANDRA LUZIA WROBEL STRAUB
Interno - 91734007 - ELISANGELA DIAS BRUGNERA
Interno - 046.384.819-57 - URANDI JOÃO RODRIGUES JUNIOR - NENHUMA
Externo ao Programa - 52936012 - JULIANA FREITAG SCHWEIKART
Externo à Instituição - CÍCERA APARECIDA LIMA MALHEIRO - UNIFESP
Externo à Instituição - EGESLAINE DE NEZ - UFRGS
Notícia cadastrada em: 28/02/2022 19:40
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