O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Institucional da UFG |
Texto Completo: | http://repositorio.bc.ufg.br/tede/handle/tede/9080 |
Resumo: | Today’s math teachers have had a great challenge in recent times, to make the learners of the digital age adequately develop logical reasoning in mathematics. The use of digital games as an auxiliary tool in the teaching of mathematics has been a subject much debated by teachers of several study segments in the present time. The challenge has been to minimize dispersion in class and lack of interest on the part of students seeking to reduce repetition as well as early school dropout. This work aims to know and analyze the reality of the use of these new learners of the digital age by information technologies and communication as well as by electronic games. From the analysis of the results, duly based on reality data, we developed and presented the prototype of na digital game aimed at providing both teachers and students an optional auxiliary tool for the teaching-learning process of the mathematical discipline. The methodology used was the bibliographical review and searches on the internet where fundamental concepts were presented to contextualize and to understand the study. The study method was the case study. Data were collected through a questionnaire with closed questions applied to 222 students of the 6th grade of basic education. After the statistical treatment of the data, it was verified that the majority of the students of this research have an equipment of information and communication as well as connection to the Internet. It was also found that students spend more time playing electronic games than studying and would like an environment where they could study and play together. Pedagogical policies must be taken for the implementation and use of information and communication technologies in classrooms to reach the students of this new era in order to minimize the repetition and early school dropout that has brought great damages to the current society. |
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Silva, Rosângela Maria dahttp://lattes.cnpq.br/0085316338495571Silva, Jhone Caldeirahttp://lattes.cnpq.br/6848751340618892Silva, Rosângela Maria daLeandro, Bianka CarneiroDias, Ivonildes Ribeiro Martinshttp://lattes.cnpq.br/3592721676076034Siena, Mauro César de Souza2018-11-20T14:27:31Z2018-10-04SIENA, M. C. S. O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis. 2018. 101 f. Dissertação (Mestrado em Matemática em Rede Nacional) - Universidade Federal de Goiás, Goiânia, 2018.http://repositorio.bc.ufg.br/tede/handle/tede/9080Today’s math teachers have had a great challenge in recent times, to make the learners of the digital age adequately develop logical reasoning in mathematics. The use of digital games as an auxiliary tool in the teaching of mathematics has been a subject much debated by teachers of several study segments in the present time. The challenge has been to minimize dispersion in class and lack of interest on the part of students seeking to reduce repetition as well as early school dropout. This work aims to know and analyze the reality of the use of these new learners of the digital age by information technologies and communication as well as by electronic games. From the analysis of the results, duly based on reality data, we developed and presented the prototype of na digital game aimed at providing both teachers and students an optional auxiliary tool for the teaching-learning process of the mathematical discipline. The methodology used was the bibliographical review and searches on the internet where fundamental concepts were presented to contextualize and to understand the study. The study method was the case study. Data were collected through a questionnaire with closed questions applied to 222 students of the 6th grade of basic education. After the statistical treatment of the data, it was verified that the majority of the students of this research have an equipment of information and communication as well as connection to the Internet. It was also found that students spend more time playing electronic games than studying and would like an environment where they could study and play together. Pedagogical policies must be taken for the implementation and use of information and communication technologies in classrooms to reach the students of this new era in order to minimize the repetition and early school dropout that has brought great damages to the current society.Os professores de matemática da atualidade têm tido um grande desafio nos últimos tempos, fazer com que os educandos da era digital desenvolvam adequadamente o raciocínio lógico matemático. O uso de jogos digitais como ferramenta auxiliar no ensino de matemática tem sido um tema muito debatido por docentes de vários seguimentos de estudo na atualidade. O desafio tem sido o de minimizar a dispersão nas aulas e a falta de interesse por parte dos estudantes buscando reduzir a repetência bem como a evasão escolar prematura. Este trabalho tem como finalidade conhecer e analisar a realidade do uso desses novos educandos da era digital por tecnologias de informação e comunicação bem como por jogos eletrônicos. A partir da análise dos resultados, devidamente embasados teoricamente e com dados da realidade, desenvolvemos e apresentamos um protótipo de um game digital visando fornecer tanto aos professores quanto aos alunos uma ferramenta opcional auxiliar para o processo de ensino-aprendizagem da disciplina matemática. A metodologia utilizada foi a revisão bibliográfica e buscas na internet onde se apresentou conceitos fundamentais para contextualizar e compreender o estudo. O método de estudo foi o estudo de caso. Os dados foram recolhidos através de questionário com questões fechadas aplicado a 222 discentes do 6o ano da educação básica. Após o tratamento estatístico dos dados comprovou-se que a maioria dos estudantes dessa pesquisa dispõem de um equipamento de informação e comunicação bem como conexão à internet. Averiguou-se também que os discentes passam mais tempo frente a um jogo eletrônico que aos estudos e que gostariam de um ambiente onde pudessem estudar e jogar concomitantemente. Políticas pedagógicas devem ser tomadas para a implantação e utilização de tecnologias de informação e comunicação nas salas de aula para alcançar os educandos dessa nova era visando minimizar a repetência e a evasão escolar prematura que tem trazido grandes prejuízos à sociedade atual.Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2018-11-20T14:24:10Z No. of bitstreams: 2 Dissertação - Mauro César de Souza Siena - 2018.pdf: 4778415 bytes, checksum: ee6a21206642327230af767ee6ebe86b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2018-11-20T14:27:31Z (GMT) No. of bitstreams: 2 Dissertação - Mauro César de Souza Siena - 2018.pdf: 4778415 bytes, checksum: ee6a21206642327230af767ee6ebe86b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Made available in DSpace on 2018-11-20T14:27:31Z (GMT). No. of bitstreams: 2 Dissertação - Mauro César de Souza Siena - 2018.pdf: 4778415 bytes, checksum: ee6a21206642327230af767ee6ebe86b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2018-10-04Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfporUniversidade Federal de GoiásPROFMAT - Programa de Pós-graduação em Matemática em Rede Nacional - Sociedade Brasileira de Matemática (IME)UFGBrasilInstituto de Matemática e Estatística - IME (RG)http://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessTecnologias de informação e comunicaçãoJogos eletrônicosJogos digitaisJogos educacionaisJogos matemáticosInformation and communication technologiesDigital gamesElectronic gamesEducational gamesMathematical gamesCIENCIAS EXATAS E DA TERRA::MATEMATICAO uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game SinapsisThe use of digital games as an auxiliary tool in teaching mathematics and the prototype of the Sinapsis gameinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis4280721485626151024600600600600-4268777512335152015-70908234179844016942075167498588264571reponame:Repositório Institucional da UFGinstname:Universidade Federal de Goiás (UFG)instacron:UFGORIGINALDissertação - Mauro César de Souza Siena - 2018.pdfDissertação - Mauro César de Souza Siena - 2018.pdfapplication/pdf4778415http://repositorio.bc.ufg.br/tede/bitstreams/fb447da9-5485-440d-ae83-f9bb45d5b402/downloadee6a21206642327230af767ee6ebe86bMD55LICENSElicense.txtlicense.txttext/plain; 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dc.title.eng.fl_str_mv |
O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis |
dc.title.alternative.eng.fl_str_mv |
The use of digital games as an auxiliary tool in teaching mathematics and the prototype of the Sinapsis game |
title |
O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis |
spellingShingle |
O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis Siena, Mauro César de Souza Tecnologias de informação e comunicação Jogos eletrônicos Jogos digitais Jogos educacionais Jogos matemáticos Information and communication technologies Digital games Electronic games Educational games Mathematical games CIENCIAS EXATAS E DA TERRA::MATEMATICA |
title_short |
O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis |
title_full |
O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis |
title_fullStr |
O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis |
title_full_unstemmed |
O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis |
title_sort |
O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis |
author |
Siena, Mauro César de Souza |
author_facet |
Siena, Mauro César de Souza |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Silva, Rosângela Maria da |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/0085316338495571 |
dc.contributor.advisor-co1.fl_str_mv |
Silva, Jhone Caldeira |
dc.contributor.advisor-co1Lattes.fl_str_mv |
http://lattes.cnpq.br/6848751340618892 |
dc.contributor.referee1.fl_str_mv |
Silva, Rosângela Maria da |
dc.contributor.referee2.fl_str_mv |
Leandro, Bianka Carneiro |
dc.contributor.referee3.fl_str_mv |
Dias, Ivonildes Ribeiro Martins |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/3592721676076034 |
dc.contributor.author.fl_str_mv |
Siena, Mauro César de Souza |
contributor_str_mv |
Silva, Rosângela Maria da Silva, Jhone Caldeira Silva, Rosângela Maria da Leandro, Bianka Carneiro Dias, Ivonildes Ribeiro Martins |
dc.subject.por.fl_str_mv |
Tecnologias de informação e comunicação Jogos eletrônicos Jogos digitais Jogos educacionais Jogos matemáticos |
topic |
Tecnologias de informação e comunicação Jogos eletrônicos Jogos digitais Jogos educacionais Jogos matemáticos Information and communication technologies Digital games Electronic games Educational games Mathematical games CIENCIAS EXATAS E DA TERRA::MATEMATICA |
dc.subject.eng.fl_str_mv |
Information and communication technologies Digital games Electronic games Educational games Mathematical games |
dc.subject.cnpq.fl_str_mv |
CIENCIAS EXATAS E DA TERRA::MATEMATICA |
description |
Today’s math teachers have had a great challenge in recent times, to make the learners of the digital age adequately develop logical reasoning in mathematics. The use of digital games as an auxiliary tool in the teaching of mathematics has been a subject much debated by teachers of several study segments in the present time. The challenge has been to minimize dispersion in class and lack of interest on the part of students seeking to reduce repetition as well as early school dropout. This work aims to know and analyze the reality of the use of these new learners of the digital age by information technologies and communication as well as by electronic games. From the analysis of the results, duly based on reality data, we developed and presented the prototype of na digital game aimed at providing both teachers and students an optional auxiliary tool for the teaching-learning process of the mathematical discipline. The methodology used was the bibliographical review and searches on the internet where fundamental concepts were presented to contextualize and to understand the study. The study method was the case study. Data were collected through a questionnaire with closed questions applied to 222 students of the 6th grade of basic education. After the statistical treatment of the data, it was verified that the majority of the students of this research have an equipment of information and communication as well as connection to the Internet. It was also found that students spend more time playing electronic games than studying and would like an environment where they could study and play together. Pedagogical policies must be taken for the implementation and use of information and communication technologies in classrooms to reach the students of this new era in order to minimize the repetition and early school dropout that has brought great damages to the current society. |
publishDate |
2018 |
dc.date.accessioned.fl_str_mv |
2018-11-20T14:27:31Z |
dc.date.issued.fl_str_mv |
2018-10-04 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
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masterThesis |
status_str |
publishedVersion |
dc.identifier.citation.fl_str_mv |
SIENA, M. C. S. O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis. 2018. 101 f. Dissertação (Mestrado em Matemática em Rede Nacional) - Universidade Federal de Goiás, Goiânia, 2018. |
dc.identifier.uri.fl_str_mv |
http://repositorio.bc.ufg.br/tede/handle/tede/9080 |
identifier_str_mv |
SIENA, M. C. S. O uso de jogos digitais como ferramenta auxiliar no ensino da matemática e o protótipo do game Sinapsis. 2018. 101 f. Dissertação (Mestrado em Matemática em Rede Nacional) - Universidade Federal de Goiás, Goiânia, 2018. |
url |
http://repositorio.bc.ufg.br/tede/handle/tede/9080 |
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por |
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por |
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http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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Universidade Federal de Goiás |
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PROFMAT - Programa de Pós-graduação em Matemática em Rede Nacional - Sociedade Brasileira de Matemática (IME) |
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UFG |
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Brasil |
dc.publisher.department.fl_str_mv |
Instituto de Matemática e Estatística - IME (RG) |
publisher.none.fl_str_mv |
Universidade Federal de Goiás |
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