Detalhes bibliográficos
Ano de defesa: |
2020 |
Autor(a) principal: |
Souza, Géssica Bruna Bahia de |
Orientador(a): |
Santos, Ivanete Batista dos |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Dissertação
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Não Informado pela instituição
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Programa de Pós-Graduação: |
Pós-Graduação em Ensino de Ciências e Matemática
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
https://ri.ufs.br/jspui/handle/riufs/14495
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Resumo: |
The present study aimed to characterize whether and how the student associates the use of the games proposed in the textbook with mathematical content from elementary school. For this study, PNLD / 2017 was consulted in order to identify the approved textbooks. Then, a search was made on the website of SIMAD - Didactic Material Control System, in order to obtain the most adopted collections in Aracaju / SE, to select the School Units within the four geographic zones, as well as the partner subjects from the research, students from the 6th to the 9th grade of elementary school, from the Schools of the State Network of Aracaju - SE. In the present research, the textbook is the source, and the games, a resource for characterizing the self and how the student realizes the association between the mathematical content and the applied game. It is a research with a qualitative approach based on the assumptions of Fiorentini and Lorenzato (2009), with the application of a questionnaire used as a research instrument. As main theoretical bases some authors were taken, such as: Freitas (2009) for the understanding of textbook, Grando (1995, 2000) for definition and reflections about mathematical games, Bianchini (2015) and Souza and Pataro (2015) are the authors of the textbooks used in the research that support the discussions about the selected games. The treatment of the information occurred from the construction of tables, tables and graphs, as well as through analysis and comments of the 364 questionnaires answered by the students. To achieve the proposed objective, two movements were made, namely: the search for whether the student associates the mathematical content present in the game and how they make this association. It can be stated through the analyzed and quantified data that the research objective was achieved, with 305 students associating mathematical content and games, an average of 84% of the research universe. Regarding the search for how, categories were created and it is evident that the students carry out the association in different ways as well as identifying the mathematical content present in the game. |