Detalhes bibliográficos
Ano de defesa: |
2020 |
Autor(a) principal: |
Oliveira, Eliana Dias Ferreira |
Orientador(a): |
Mello, Janaina Cardoso de |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Dissertação
|
Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Não Informado pela instituição
|
Programa de Pós-Graduação: |
Pós-Graduação Profissional em Ensino de História
|
Departamento: |
Não Informado pela instituição
|
País: |
Não Informado pela instituição
|
Palavras-chave em Português: |
|
Área do conhecimento CNPq: |
|
Link de acesso: |
https://ri.ufs.br/jspui/handle/riufs/14453
|
Resumo: |
The product/process developed is a board game with interactive digital interface (QR Codes) whose research object is Largo da Gente Sergipana, in Aracaju / SE, and its research subjects the statuary representative of Sergipe's immaterial cultural manifestations , being Lambe-Fofo and Caboclinhos, Battalion of Bacamarteiros, Cacumbi, Screws, Fire Boat, Reisado, Chegança, Taieiras and São Gonçalo, in addition to the relation of this heritage space, the Museum of the People of Sergipe and the Sergipe River, brings the proposal History Teaching focused on Heritage and Environmental Education. As a general objective, it seeks to promote History Teaching capable of fostering the understanding of identity diversity, present in Sergipe's cultural monuments, through a pedagogical game. The specific objectives include: 1. Contributing to the Teaching of History in a playful way, allowing teachers access to material of dynamic application and with applicable theoretical and methodological basis; 2. To inspire forms of teaching and learning through urban cultural monuments, intangible heritage and the use of cultural elements associated with innovation; 3. Sensitize teachers and students to the cultural diversity in the History of Brazil, as well as to their reinterpretations, problematizations and critical thinking through a game. The questions that guide this work are: Research, with regard to the process of collecting information for the construction and validation of the game, uses the qualitative method of research based on the selection of bibliographic references, newspapers, articles, dissertations and theses on the multiplicity of views that the theme involves. The procedures for preparing the game involve a search for prior knowledge in patent and trademark registration bases, preparation of the design of pieces and tutorials, use of recyclable materials, as well as test application with teachers and students, also giving rise to an experimental methodology from which will be able to assess the viability of the game and its effectiveness in the construction of collective historical knowledge, allowing the necessary adjustments. Authors such as Sandra Pelegrini (2007/2009), Moacir Gadotti (2005), Pierre Nora (1993), Marcia D’Alessio (1993), Huizinga (1971), Paulo Freire (1996) among others, make up the theoretical field. |