O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis

Detalhes bibliográficos
Ano de defesa: 2018
Autor(a) principal: Siena, Mauro César de Souza lattes
Orientador(a): Silva, Rosângela Maria da lattes
Banca de defesa: Silva, Rosângela Maria da, Leandro, Bianka Carneiro, Dias, Ivonildes Ribeiro Martins
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Goiás
Programa de Pós-Graduação: PROFMAT - Programa de Pós-graduação em Matemática em Rede Nacional - Sociedade Brasileira de Matemática (IME)
Departamento: Instituto de Matemática e Estatística - IME (RG)
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://repositorio.bc.ufg.br/tede/handle/tede/9080
Resumo: Today’s math teachers have had a great challenge in recent times, to make the learners of the digital age adequately develop logical reasoning in mathematics. The use of digital games as an auxiliary tool in the teaching of mathematics has been a subject much debated by teachers of several study segments in the present time. The challenge has been to minimize dispersion in class and lack of interest on the part of students seeking to reduce repetition as well as early school dropout. This work aims to know and analyze the reality of the use of these new learners of the digital age by information technologies and communication as well as by electronic games. From the analysis of the results, duly based on reality data, we developed and presented the prototype of na digital game aimed at providing both teachers and students an optional auxiliary tool for the teaching-learning process of the mathematical discipline. The methodology used was the bibliographical review and searches on the internet where fundamental concepts were presented to contextualize and to understand the study. The study method was the case study. Data were collected through a questionnaire with closed questions applied to 222 students of the 6th grade of basic education. After the statistical treatment of the data, it was verified that the majority of the students of this research have an equipment of information and communication as well as connection to the Internet. It was also found that students spend more time playing electronic games than studying and would like an environment where they could study and play together. Pedagogical policies must be taken for the implementation and use of information and communication technologies in classrooms to reach the students of this new era in order to minimize the repetition and early school dropout that has brought great damages to the current society.