Jogo analógico para o ensino de história agrária em uma escola do campo

Detalhes bibliográficos
Ano de defesa: 2016
Autor(a) principal: Ritter, Tatiane de Souza
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Santa Maria
Brasil
História
UFSM
Programa de Pós-Graduação em Ensino de História em Rede Nacional
Centro de Educação
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: http://repositorio.ufsm.br/handle/1/12730
Resumo: There are frequent criticism of the traditional teaching of history, based only on facts and characters, treating the unfolding of historical events of linear and static manner. Thus, it is necessary to think and develop new tools for the educational process, with a view to the realization that there is no way to unlink the school of social reality in which it operates. In this sense, this research has the general objective to contribute to the practice of history teaching designing an analog game to be used in class. The specific objectives were: (a) prepare an educational game to support the teaching and learning of Brazilian agrarian history; (b) validate the game with elementary school students of a school of countryside; (c) investigating the educational potential of embedded games in the teaching practice of the discipline of history, realizing its possibilities and limitations. The research will be conducted through a qualitative approach, the case study type and for the development of the game, its development will be necessary, planning, execution, for their later evaluation. Since the validation of the research will be conducted with the students of the Municipal School of Basic Education Prevedello Antonio, located in the rural area of Cruz Alta / RS. Which positively identified the learning process enhanced by the game using arguments ranging from the playful and fun character of the game to notes on the effective involvement of the class with the proposed contents.