Produção de jogos digitais por jovens: uma possibilidade de interação com a Matemática
Ano de defesa: | 2016 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Tese |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Uberlândia
Brasil Programa de Pós-graduação em Educação |
Programa de Pós-Graduação: |
Não Informado pela instituição
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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: | |
Link de acesso: | https://repositorio.ufu.br/handle/123456789/18390 https://doi.org/10.14393/ufu.te.2016.123 |
Resumo: | Our research seeks to understand how is the production of digital games by the students of the Technical Course in Maintenance and Support in Integrated Computers to School of the Federal Institute of Education, Science and Technology in the process of interaction with mathematics. Grounded in historical and cultural theories - Vygotsky (1978) - the interaction with mathematics from new teaching methodologies is our object of research, focusing on the collective development of virtual games as a tool facilitating the learning of mathematics, what the defining, effectively, our research problem. We address the question of the relationship of virtual games and scanned generation that currently has constituted the majority of the world population. Obtaining data was from questionnaires, field notes, observations, interviews, social networks, management system platforms courses, photos and informal conversations at different times of the research being concurrently held the data tabulation and analysis , the latter being divided into two main areas: Experience in Digital Culture (divided into: Part 1 - Digital Youth and Culture and Part 2 - Culture and Digital Games) and a second axis of analysis: Digital Games Production (divided into: - part 1 - Technology Digital Games and Training and part 2 - Digital Games and Learning of Mathematics). Data analysis allowed us to consider that students can, from the construction and development of virtual games, giving new meaning to the process of teaching and learning mathematics, using the experience they have with digital games in the critical process of knowledge construction about used concepts. The evolution of the game creation process become our subjects aware of the technical processes of development and programming of a game and the connection of the mathematical concepts needed to perform this work. |