Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education

Detalhes bibliográficos
Autor(a) principal: Cordeiro, Adriana Bento da Silva
Data de Publicação: 2023
Outros Autores: Fernandes, Vera Maria Jarcovis, dos Santos, Marcio Eugen Klingenschmid Lopes, Martins, Renata Gomes de Oliveira
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34624/id.v15i1.32297
Resumo: The research presents an analysis of the Science, Technology and Society – CTS approach in Early Childhood Education together with playfulness gamification as a resource and strategy in the pedagogical process. The methodology used is based on the bibliographical study, on theoretical contributions, whose research objective is to verify how gamification contributes to the STS approach in Early Childhood Education. Machado (2013) corroborates that the use of Digital Technologies enables children to learn to research, seek new knowledge, ask questions, express themselves, think and elaborate their own ideas in a playful way, making the learning process more attractive. As a result, it appears that gamification is an active methodology that uses game tools in non-games and presents itself as a great proposal to promote teaching and learning in the 21st century, through objectives established by Digital Culture.
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spelling Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood EducationGamificación: una propuesta lúdica con enfoque de ciencia, tecnología y sociedad (CTS) en Educación InfantilGamificação: uma proposta lúdica com enfoque de ciência, tecnologia e sociedade (CTS) na Educação InfantilThe research presents an analysis of the Science, Technology and Society – CTS approach in Early Childhood Education together with playfulness gamification as a resource and strategy in the pedagogical process. The methodology used is based on the bibliographical study, on theoretical contributions, whose research objective is to verify how gamification contributes to the STS approach in Early Childhood Education. Machado (2013) corroborates that the use of Digital Technologies enables children to learn to research, seek new knowledge, ask questions, express themselves, think and elaborate their own ideas in a playful way, making the learning process more attractive. As a result, it appears that gamification is an active methodology that uses game tools in non-games and presents itself as a great proposal to promote teaching and learning in the 21st century, through objectives established by Digital Culture.La investigación presenta un análisis del enfoque Ciencia, Tecnología y Sociedad – CTS en la Educación Infantil junto con la lúdica, en particular, la Gamificación como recurso y estrategia en el proceso pedagógico. La metodología utilizada se basa en el estudio bibliográfico, en aportes teóricos, cuyo objetivo de investigación es verificar cómo la gamificación contribuye al enfoque CTS en la Educación Infantil. Machado (2013) corrobora que el uso de las Tecnologías Digitales permite que los niños aprendan a investigar, buscar nuevos conocimientos, hacer preguntas, expresarse, pensar y elaborar sus propias ideas de manera lúdica, haciendo más atractivo el proceso de aprendizaje. Como resultado, surge que la gamificación es una metodología activa que utiliza herramientas lúdicas en no lúdicas y se presenta como una gran propuesta para promover la enseñanza y el aprendizaje en el siglo XXI, a través de objetivos establecidos por la Cultura Digital.A pesquisa apresenta uma análise sobre o enfoque Ciência, Tecnologia e Sociedade – CTS na Educação Infantil juntamente com a ludicidade, em especial, a Gamificação como recurso e estratégia no processo pedagógico. A metodologia utilizada se respalda no estudo bibliográfico, em aportes teóricos, cujo objetivo da pesquisa é verificar de que forma a gamificação contribui com o enfoque CTS na Educação Infantil. Machado (2013) corrobora que o uso das Tecnologias Digitais, possibilita às crianças a aprender a pesquisar, a buscar novos conhecimentos, fazer questionamentos, se expressar, pensar e elaborar suas próprias ideias de maneira lúdica, tornando o processo de aprendizagem mais atrativo. Como resultado, verifca-se que a gamificação é uma metodologia ativa que usa ferramenta de jogos em não jogos e se apresenta como uma grande proposta para promover o ensino e aprendizagem no século XXI, mediante objetivos estabelecidos pela Cultura Digital.Centro de Investigação Didática e Tecnologia na Formação de Formadores (CIDTFF) / Universidade de Aveiro2023-05-08info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.34624/id.v15i1.32297https://doi.org/10.34624/id.v15i1.32297Indagatio Didactica; Vol 15 No 1 (2023); 403-414Indagatio Didactica; Vol. 15 Núm. 1 (2023); 403-414Indagatio Didactica; Vol. 15 No 1 (2023); 403-414Indagatio Didactica; vol. 15 n.º 1 (2023); 403-4141647-3582reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPporhttps://proa.ua.pt/index.php/id/article/view/32297https://proa.ua.pt/index.php/id/article/view/32297/22066http://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessCordeiro, Adriana Bento da SilvaFernandes, Vera Maria Jarcovisdos Santos, Marcio Eugen Klingenschmid LopesMartins, Renata Gomes de Oliveira2023-09-22T10:19:40Zoai:proa.ua.pt:article/32297Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T20:30:34.793102Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education
Gamificación: una propuesta lúdica con enfoque de ciencia, tecnología y sociedad (CTS) en Educación Infantil
Gamificação: uma proposta lúdica com enfoque de ciência, tecnologia e sociedade (CTS) na Educação Infantil
title Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education
spellingShingle Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education
Cordeiro, Adriana Bento da Silva
title_short Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education
title_full Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education
title_fullStr Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education
title_full_unstemmed Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education
title_sort Gamification: a ludic proposal with a focus on science, technology and society (STS) in Early Childhood Education
author Cordeiro, Adriana Bento da Silva
author_facet Cordeiro, Adriana Bento da Silva
Fernandes, Vera Maria Jarcovis
dos Santos, Marcio Eugen Klingenschmid Lopes
Martins, Renata Gomes de Oliveira
author_role author
author2 Fernandes, Vera Maria Jarcovis
dos Santos, Marcio Eugen Klingenschmid Lopes
Martins, Renata Gomes de Oliveira
author2_role author
author
author
dc.contributor.author.fl_str_mv Cordeiro, Adriana Bento da Silva
Fernandes, Vera Maria Jarcovis
dos Santos, Marcio Eugen Klingenschmid Lopes
Martins, Renata Gomes de Oliveira
description The research presents an analysis of the Science, Technology and Society – CTS approach in Early Childhood Education together with playfulness gamification as a resource and strategy in the pedagogical process. The methodology used is based on the bibliographical study, on theoretical contributions, whose research objective is to verify how gamification contributes to the STS approach in Early Childhood Education. Machado (2013) corroborates that the use of Digital Technologies enables children to learn to research, seek new knowledge, ask questions, express themselves, think and elaborate their own ideas in a playful way, making the learning process more attractive. As a result, it appears that gamification is an active methodology that uses game tools in non-games and presents itself as a great proposal to promote teaching and learning in the 21st century, through objectives established by Digital Culture.
publishDate 2023
dc.date.none.fl_str_mv 2023-05-08
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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status_str publishedVersion
dc.identifier.uri.fl_str_mv https://doi.org/10.34624/id.v15i1.32297
https://doi.org/10.34624/id.v15i1.32297
url https://doi.org/10.34624/id.v15i1.32297
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/id/article/view/32297
https://proa.ua.pt/index.php/id/article/view/32297/22066
dc.rights.driver.fl_str_mv http://creativecommons.org/licenses/by/4.0
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dc.publisher.none.fl_str_mv Centro de Investigação Didática e Tecnologia na Formação de Formadores (CIDTFF) / Universidade de Aveiro
publisher.none.fl_str_mv Centro de Investigação Didática e Tecnologia na Formação de Formadores (CIDTFF) / Universidade de Aveiro
dc.source.none.fl_str_mv Indagatio Didactica; Vol 15 No 1 (2023); 403-414
Indagatio Didactica; Vol. 15 Núm. 1 (2023); 403-414
Indagatio Didactica; Vol. 15 No 1 (2023); 403-414
Indagatio Didactica; vol. 15 n.º 1 (2023); 403-414
1647-3582
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