Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel

Detalhes bibliográficos
Autor(a) principal: Rosa, Camila Dorneles da
Data de Publicação: 2019
Outros Autores: Pretto, Valdir, Bulegon, Ana Marli
Tipo de documento: Artigo
Idioma: por
Título da fonte: Tear: Revista de Educação Ciência e Tecnologia
Texto Completo: https://periodicos.ifrs.edu.br/index.php/tear/article/view/3467
Resumo: Mobile Technologies and the Study of Multiplication Tables: Reflections about the Use of the Game Math Duel Abstract: The present work aims to investigate the perceptions of a group of academics from a Pedagogy course on the use of the game Math Duel as a tool for teaching multiplication tables. It is noteworthy that this study is part of a master's research which aimed to investigate contributions of mobile technologies to the teaching of multiplication tables. Thus, by investigating these perceptions in this study, it was intended that the moments of interaction with the application were considered as part of the teachers' formation process, contributing to their future teaching practice. The research was developed in a class of the sixth semester of the Pedagogy course, made up by eight women, involving the interaction with the application and after the answering of a questionnaire about its use. Participants showed motivation, joy and satisfaction in handling it, even those who were not used to using mobile technologies in school activities. After experimenting with their early-elementary school students, they claim that digital games can be used to develop and / or verify the learning of multiplication tables, as the game is fun and engaging, stimulates mental calculation, which allows you to learn and solve the multiplication table operations quickly and effectively. Thus, it is concluded that digital games arouse students' attention and concentration from their involvement in each phase / stage and the success obtained in each one of them generates satisfaction, which enhances the learning of the multiplication tables beyond the school spaces. Keywords: Mathematics Teaching. Smartphones. Teacher’s Formation. Games.
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spelling Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math DuelMobile Technologies and the Study of Multiplication Tables: Reflections about the Use of the Game Math Duel Abstract: The present work aims to investigate the perceptions of a group of academics from a Pedagogy course on the use of the game Math Duel as a tool for teaching multiplication tables. It is noteworthy that this study is part of a master's research which aimed to investigate contributions of mobile technologies to the teaching of multiplication tables. Thus, by investigating these perceptions in this study, it was intended that the moments of interaction with the application were considered as part of the teachers' formation process, contributing to their future teaching practice. The research was developed in a class of the sixth semester of the Pedagogy course, made up by eight women, involving the interaction with the application and after the answering of a questionnaire about its use. Participants showed motivation, joy and satisfaction in handling it, even those who were not used to using mobile technologies in school activities. After experimenting with their early-elementary school students, they claim that digital games can be used to develop and / or verify the learning of multiplication tables, as the game is fun and engaging, stimulates mental calculation, which allows you to learn and solve the multiplication table operations quickly and effectively. Thus, it is concluded that digital games arouse students' attention and concentration from their involvement in each phase / stage and the success obtained in each one of them generates satisfaction, which enhances the learning of the multiplication tables beyond the school spaces. Keywords: Mathematics Teaching. Smartphones. Teacher’s Formation. Games.Resumo: O presente trabalho tem por objetivo investigar as percepções de um grupo de acadêmicas de um curso de Pedagogia sobre o uso do jogo Math Duel como ferramenta para o ensino da tabuada. É válido destacar que esse estudo é parte de uma pesquisa de mestrado que teve por objetivo investigar contribuições das tecnologias móveis para o ensino da tabuada. Assim, ao investigar essas percepções nesse estudo, pretendeu-se que os momentos de interação com o aplicativo fizessem parte do processo formativo das acadêmicas, contribuindo para sua futura prática docente. A pesquisa foi desenvolvida em uma turma do sexto semestre do curso de Pedagogia, composta por oito mulheres, contando por uma parte de interação com o jogo e posteriormente respondendo um questionário sobre o uso do mesmo. As participantes demonstraram motivação, alegria e satisfação em manuseá-lo, mesmo aquelas que não estavam acostumadas a usar as tecnologias móveis. Depois de experimentarem o jogo com seus estudantes de anos iniciais do Ensino Fundamental elas afirmam que se pode utilizar jogos digitais para desenvolver e/ou verificar a aprendizagem dos conceitos de tabuada. Para elas o jogo é divertido e envolvente, estimula o cálculo mental, o que permite aprender e resolver as operações da tabuada de forma rápida e eficaz. Conclui-se, com isso, que os jogos digitais despertam a atenção e concentração dos estudantes a partir do envolvimento deles em cada fase/etapa e o sucesso obtido em cada uma delas gera satisfação, o que potencializa a aprendizagem da tabuada para além dos espaços escolares. Palavras-chave: Ensino de Matemática. Celular. Formação de Professores. Jogos digitais.Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul2019-12-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ifrs.edu.br/index.php/tear/article/view/346710.35819/tear.v8.n2.a3467#Tear: Journal of Education, Science and Technology; Vol. 8 No. 2 (2019): DIMENSIONS OF INFORMATICS AND SOCIETY#Tear Revista de Educación, Ciencia y Tecnología; Vol. 8 Núm. 2 (2019): DIMENSIONES DE LA INFORMÁTICA Y DE LA SOCIEDAD#Tear: Revista de Educação, Ciência e Tecnologia; v. 8 n. 2 (2019): DIMENSÕES DA INFORMÁTICA E DA SOCIEDADE2238-807910.35819/tear.v8.n2reponame:Tear: Revista de Educação Ciência e Tecnologiainstname:Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul (IFRS)instacron:IFRSporhttps://periodicos.ifrs.edu.br/index.php/tear/article/view/3467/2536Copyright (c) 2019 #Tear: Revista de Educação, Ciência e Tecnologiainfo:eu-repo/semantics/openAccessRosa, Camila Dorneles daPretto, ValdirBulegon, Ana Marli2020-07-04T13:57:34Zoai:ojs2.periodicos.ifrs.edu.br:article/3467Revistahttps://periodicos.ifrs.edu.br/index.php/tearPUBhttps://periodicos.ifrs.edu.br/index.php/tear/oai||tear@canoas.ifrs.edu.br2238-80792238-8079opendoar:2020-07-04T13:57:34Tear: Revista de Educação Ciência e Tecnologia - Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul (IFRS)false
dc.title.none.fl_str_mv Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel
title Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel
spellingShingle Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel
Rosa, Camila Dorneles da
title_short Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel
title_full Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel
title_fullStr Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel
title_full_unstemmed Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel
title_sort Tecnologias móveis e o estudo da tabuada: reflexões sobre o uso do jogo Math Duel
author Rosa, Camila Dorneles da
author_facet Rosa, Camila Dorneles da
Pretto, Valdir
Bulegon, Ana Marli
author_role author
author2 Pretto, Valdir
Bulegon, Ana Marli
author2_role author
author
dc.contributor.author.fl_str_mv Rosa, Camila Dorneles da
Pretto, Valdir
Bulegon, Ana Marli
description Mobile Technologies and the Study of Multiplication Tables: Reflections about the Use of the Game Math Duel Abstract: The present work aims to investigate the perceptions of a group of academics from a Pedagogy course on the use of the game Math Duel as a tool for teaching multiplication tables. It is noteworthy that this study is part of a master's research which aimed to investigate contributions of mobile technologies to the teaching of multiplication tables. Thus, by investigating these perceptions in this study, it was intended that the moments of interaction with the application were considered as part of the teachers' formation process, contributing to their future teaching practice. The research was developed in a class of the sixth semester of the Pedagogy course, made up by eight women, involving the interaction with the application and after the answering of a questionnaire about its use. Participants showed motivation, joy and satisfaction in handling it, even those who were not used to using mobile technologies in school activities. After experimenting with their early-elementary school students, they claim that digital games can be used to develop and / or verify the learning of multiplication tables, as the game is fun and engaging, stimulates mental calculation, which allows you to learn and solve the multiplication table operations quickly and effectively. Thus, it is concluded that digital games arouse students' attention and concentration from their involvement in each phase / stage and the success obtained in each one of them generates satisfaction, which enhances the learning of the multiplication tables beyond the school spaces. Keywords: Mathematics Teaching. Smartphones. Teacher’s Formation. Games.
publishDate 2019
dc.date.none.fl_str_mv 2019-12-04
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10.35819/tear.v8.n2.a3467
url https://periodicos.ifrs.edu.br/index.php/tear/article/view/3467
identifier_str_mv 10.35819/tear.v8.n2.a3467
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dc.relation.none.fl_str_mv https://periodicos.ifrs.edu.br/index.php/tear/article/view/3467/2536
dc.rights.driver.fl_str_mv Copyright (c) 2019 #Tear: Revista de Educação, Ciência e Tecnologia
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2019 #Tear: Revista de Educação, Ciência e Tecnologia
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul
publisher.none.fl_str_mv Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul
dc.source.none.fl_str_mv #Tear: Journal of Education, Science and Technology; Vol. 8 No. 2 (2019): DIMENSIONS OF INFORMATICS AND SOCIETY
#Tear Revista de Educación, Ciencia y Tecnología; Vol. 8 Núm. 2 (2019): DIMENSIONES DE LA INFORMÁTICA Y DE LA SOCIEDAD
#Tear: Revista de Educação, Ciência e Tecnologia; v. 8 n. 2 (2019): DIMENSÕES DA INFORMÁTICA E DA SOCIEDADE
2238-8079
10.35819/tear.v8.n2
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