Escape matemático: jogo de conteúdos matemáticos, enigmas, charadas e truques de raciocínio lógico

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Ferreira Junior, Herbert Hipolito [UNIFESP]
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 São Paulo (UNIFESP)
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: https://sucupira.capes.gov.br/sucupira/public/consultas/coleta/trabalhoConclusao/viewTrabalhoConclusao.jsf?popup=true&id_trabalho=7678401
https://repositorio.unifesp.br/handle/11600/59300
Resumo: The Brazilian education system, in theory, has already quit the traditional model to start a new teaching and learning process; even though, it’s common to see teachers who adopt that outdated traditional model specially when they are teaching mathematics. We can mention many reasons why a teacher still works traditionally during his/her lessons, one of these is, certainly, the lack of didatic resources to promote investigation, curiosity and the pleasure in learning. The aim of this work is to show a game that can approach contents of mathematics in a diferente way. To make it happens, a computational tool was developed to simulate a "scape game", that is, a digital game with math challenges able to transmit the contents of the discipline and able to improve the development of the mathematical reasoning. The technology associated to the teaching and learning process, when used in the correct and well-planned way, increase the motivation and the quest for learning and reache the expectations of teaching and learning by the teacher in a effective way. The "Math Escape Game" is a didatic tool for the teacher to improve his/her practice and to help students reach their goals.