Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas

Detalhes bibliográficos
Autor(a) principal: Queiroz, Márcia Albuquerque
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UEPB
Texto Completo: http://tede.bc.uepb.edu.br/jspui/handle/tede/4651
Resumo: Educational technologies had visibility in remote teaching with the pandemic, a period in which teachers and students were driven to access digital media. This research aimed to analyze the learning performance of students in High School, taking as a reference their participation in methodologies with the use of "Gamification" in remote classes in Biology teaching. With this focus, we ask whether active methodologies, when inserted in remote teaching of Biology, can favor greater participation in student learning in remote classes? The research had a qualitative character with an exploratory and descriptive approach. The research participants were students in the 2nd grade of high school at a public school located in the municipality of Areial-PB, which was carried out online in synchronous and asynchronous moments. For data collection, we used an interview with the Biology teacher, in addition to screen captures, recording of remote classes with the permission of the participants, questionnaires with student feedback on the methodology used in the content review (Animal Diversity I, II, III and IV), notes and observations. We based the data discussions on studies by Moran (2018) and Bacich (2015). In the course of the research, in addition to the usual technologies of remote teaching, we used free digital platforms for the development of games and review of the contents covered. We noticed that the use of active methodologies aimed at gamification favored the learning of previously unmotivated students, increasing their self-esteem, autonomy and self-confidence, making the student the protagonist of their learning by having greater interaction with their colleagues and teacher, even in the face of reality. of emergency remote teaching.
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spelling Santiago, Zélia Maria de ArrudaCorreia, Karina GuedesBraga, Diana SampaioQueiroz, Márcia Albuquerque2023-05-29T23:10:07Z2999-12-312023-04-26QUEIROZ, Márcia Albuquerque. Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas. 2023. 75f. Dissertação (Programa de Pós-Graduação em Ensino de Ciências e Educação Matemática - PPGECEM) - Universidade Estadual da Paraíba, Campina Grande, 2023.http://tede.bc.uepb.edu.br/jspui/handle/tede/4651Educational technologies had visibility in remote teaching with the pandemic, a period in which teachers and students were driven to access digital media. This research aimed to analyze the learning performance of students in High School, taking as a reference their participation in methodologies with the use of "Gamification" in remote classes in Biology teaching. With this focus, we ask whether active methodologies, when inserted in remote teaching of Biology, can favor greater participation in student learning in remote classes? The research had a qualitative character with an exploratory and descriptive approach. The research participants were students in the 2nd grade of high school at a public school located in the municipality of Areial-PB, which was carried out online in synchronous and asynchronous moments. For data collection, we used an interview with the Biology teacher, in addition to screen captures, recording of remote classes with the permission of the participants, questionnaires with student feedback on the methodology used in the content review (Animal Diversity I, II, III and IV), notes and observations. We based the data discussions on studies by Moran (2018) and Bacich (2015). In the course of the research, in addition to the usual technologies of remote teaching, we used free digital platforms for the development of games and review of the contents covered. We noticed that the use of active methodologies aimed at gamification favored the learning of previously unmotivated students, increasing their self-esteem, autonomy and self-confidence, making the student the protagonist of their learning by having greater interaction with their colleagues and teacher, even in the face of reality. of emergency remote teaching.As tecnologias educacionais tiveram visibilidade no ensino remoto com a pandemia, período em que professores e alunos foram impulsionados a acessarem os meios digitais. Esta pesquisa objetivou analisar o desempenho de aprendizagem dos alunos no Ensino Médio, tomando-se como referência a sua participação em metodologias com uso da “Gamificação” em aulas remotas no ensino de Biologia. Com este foco indagamos se as metodologias ativas quando inseridas no ensino remoto de Biologia, podem favorecer maior participação na aprendizagem dos alunos em aulas remotas? A pesquisa teve um caráter qualitativo com uma abordagem exploratória e descritiva. Os participantes da pesquisa foram alunos da 2° série do ensino Médio de uma escola pública localizada no município de Areial–PB, a qual realizou-se de forma online em momentos síncronos e assíncronos. Para a coleta dos dados utilizamos a entrevista com a professora de Biologia, além de capturas de telas, gravação das aulas remotas com permissão dos participantes, questionários com feedback dos alunos sobre a metodologia utilizada na revisão do conteúdo (Diversidade animal I, II, III e IV), anotações e observações. Baseamos as discussões dos dados nos estudos de Moran (2018) e Bacich (2015). No decorrer da pesquisa utilizamos, além das tecnologias habituais do ensino remoto, as plataformas digitais gratuitas para o desenvolvimento dos jogos e revisão dos conteúdos abordados. Percebemos que o uso de metodologias ativas voltadas a gamificação favoreceu a aprendizagem dos alunos antes desmotivados, aumentando sua atenção, ludicidade, engajamento, participação, fazendo que o educando seja protagonista de sua aprendizagem por ter uma maior interação com seus colegas e professor, mesmo diante da realidade do ensino remoto emergencial.Submitted by Marcia Albuquerque Queiroz (marcia.queiroz@aluno.uepb.edu.br) on 2023-05-29T15:54:15Z No. of bitstreams: 2 DEFESA FINAL - PAGINAÇÃO CORRETA.pdf: 1349965 bytes, checksum: 5e8950a0454ebf88cdd6a540458ecc51 (MD5) Termo de Depósito BDTD - 2.pdf: 130033 bytes, checksum: f7916723a8dcf0617861e769afc6e493 (MD5)Approved for entry into archive by Jean Medeiros (jeanletras@uepb.edu.br) on 2023-05-29T17:03:27Z (GMT) No. of bitstreams: 2 DEFESA FINAL - PAGINAÇÃO CORRETA.pdf: 1349965 bytes, checksum: 5e8950a0454ebf88cdd6a540458ecc51 (MD5) Termo de Depósito BDTD - 2.pdf: 130033 bytes, checksum: f7916723a8dcf0617861e769afc6e493 (MD5)Made available in DSpace on 2023-05-29T23:10:07Z (GMT). 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dc.title.por.fl_str_mv Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas
title Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas
spellingShingle Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas
Queiroz, Márcia Albuquerque
Metodologias ativas
Ensino-aprendizagem
Gamificação
Ensino de Biologia
Gamification
Biology teaching
Active methodologies
CIENCIAS BIOLOGICAS::BIOLOGIA GERAL
title_short Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas
title_full Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas
title_fullStr Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas
title_full_unstemmed Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas
title_sort Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas
author Queiroz, Márcia Albuquerque
author_facet Queiroz, Márcia Albuquerque
author_role author
dc.contributor.advisor1.fl_str_mv Santiago, Zélia Maria de Arruda
dc.contributor.referee1.fl_str_mv Correia, Karina Guedes
dc.contributor.referee2.fl_str_mv Braga, Diana Sampaio
dc.contributor.author.fl_str_mv Queiroz, Márcia Albuquerque
contributor_str_mv Santiago, Zélia Maria de Arruda
Correia, Karina Guedes
Braga, Diana Sampaio
dc.subject.por.fl_str_mv Metodologias ativas
Ensino-aprendizagem
Gamificação
Ensino de Biologia
topic Metodologias ativas
Ensino-aprendizagem
Gamificação
Ensino de Biologia
Gamification
Biology teaching
Active methodologies
CIENCIAS BIOLOGICAS::BIOLOGIA GERAL
dc.subject.eng.fl_str_mv Gamification
Biology teaching
Active methodologies
dc.subject.cnpq.fl_str_mv CIENCIAS BIOLOGICAS::BIOLOGIA GERAL
description Educational technologies had visibility in remote teaching with the pandemic, a period in which teachers and students were driven to access digital media. This research aimed to analyze the learning performance of students in High School, taking as a reference their participation in methodologies with the use of "Gamification" in remote classes in Biology teaching. With this focus, we ask whether active methodologies, when inserted in remote teaching of Biology, can favor greater participation in student learning in remote classes? The research had a qualitative character with an exploratory and descriptive approach. The research participants were students in the 2nd grade of high school at a public school located in the municipality of Areial-PB, which was carried out online in synchronous and asynchronous moments. For data collection, we used an interview with the Biology teacher, in addition to screen captures, recording of remote classes with the permission of the participants, questionnaires with student feedback on the methodology used in the content review (Animal Diversity I, II, III and IV), notes and observations. We based the data discussions on studies by Moran (2018) and Bacich (2015). In the course of the research, in addition to the usual technologies of remote teaching, we used free digital platforms for the development of games and review of the contents covered. We noticed that the use of active methodologies aimed at gamification favored the learning of previously unmotivated students, increasing their self-esteem, autonomy and self-confidence, making the student the protagonist of their learning by having greater interaction with their colleagues and teacher, even in the face of reality. of emergency remote teaching.
publishDate 2023
dc.date.accessioned.fl_str_mv 2023-05-29T23:10:07Z
dc.date.issued.fl_str_mv 2023-04-26
dc.date.available.fl_str_mv 2999-12-31
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dc.identifier.citation.fl_str_mv QUEIROZ, Márcia Albuquerque. Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas. 2023. 75f. Dissertação (Programa de Pós-Graduação em Ensino de Ciências e Educação Matemática - PPGECEM) - Universidade Estadual da Paraíba, Campina Grande, 2023.
dc.identifier.uri.fl_str_mv http://tede.bc.uepb.edu.br/jspui/handle/tede/4651
identifier_str_mv QUEIROZ, Márcia Albuquerque. Gamificação no ensino de Biologia: Aprendizagem participativa em aulas remotas. 2023. 75f. Dissertação (Programa de Pós-Graduação em Ensino de Ciências e Educação Matemática - PPGECEM) - Universidade Estadual da Paraíba, Campina Grande, 2023.
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