Detalhes bibliográficos
Ano de defesa: |
2022 |
Autor(a) principal: |
Leal, Viviane Arruda Machado |
Orientador(a): |
Bulegon , Ana Marli |
Banca de defesa: |
Fajardo , Ricardo,
Pretto , Valdir |
Tipo de documento: |
Dissertação
|
Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Franciscana
|
Programa de Pós-Graduação: |
Programa de Pós-Graduação em Ensino de Ciências e Matemática
|
Departamento: |
Ensino de Ciências e Matemática
|
País: |
Brasil
|
Palavras-chave em Português: |
|
Palavras-chave em Inglês: |
|
Área do conhecimento CNPq: |
|
Link de acesso: |
http://www.tede.universidadefranciscana.edu.br:8080/handle/UFN-BDTD/1116
|
Resumo: |
This work presents and discusses the results of the contributions of the digital educational game “Festa na Escola”, as a generator of meaningful learning of the concepts of numbers andquantities with preschool students. The game was developed with the Unity engine, to be usedon computers and/or mobile technologies. Its theme is based on the survey of previous knowledge of a group of students of Early Childhood Education aged between 5 and 6 years and according to the learning needs for this level of education, proposed by the National Curricular Common Base (BNCC), to the concept of numbers and quantities. It is a research with a qualitative approach, of an exploratory nature and of the case study type. To support the research, a study by the BNCC was carried out on the teaching guidelines for Early Childhood Education and the suggested concepts of Mathematics; deepening of Meaningful Learning Theory (SAT) and types of digital educational games appropriate for Early Childhood Education. Subsequently, the digital educational game was developed by a multidisciplinary team, composed of teachers from GEPTIC/PPGECIMAT and academics from the Digital Games course (UFN). In order to validate the game and promote meaningful learning in students, the game was applied to a group of preschool students from a municipal school in Santa Maria/RS, in the hybrid/face-to-face teaching modality. For data collection, the same knowledge test was applied before and after the application of the digital educationalgame; an interview with the class teacher (about learning and methodology) and observations of students' behavior during the process of using the game. The dynamics of the class with thegame consisted of: the children should answer the test, then access the game “Festa na Escola” (and play all its phases) and later answer another test. All these activities were developed on computers/notebooks, available at the school's Computer Laboratory. It was found that students performed better after using the digital educational game as a pedagogical resource. |