O role-playing game no ensino de ciências/física: potencialidades para a educação CTS

Detalhes bibliográficos
Autor(a) principal: Brites, Bruna da Rosa de
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Manancial - Repositório Digital da UFSM
Texto Completo: http://repositorio.ufsm.br/handle/1/26679
Resumo: The Teaching of Science/Physics has been experiencing some difficulties. Authors point out that such difficulties are related, among other reasons, to the fragmentation of knowledge, the lack of motivation of students with regard to learning physics, the gap between what is learned in school and what is experienced in the real world, as well as the difficulty in creating a school culture of active student participation. In this sense, it is possible to find in the literature of the area researches discussing as an alternative to this scenario the rethinking of school curricula through themes, as is the case of CTS Education. Thus, this research seeks to answer the following research problem: to what extent the Role-Playing Game can contribute to the development of proposals based on STEM education? Thus, this research is characterized as bibliographic, in which a survey of papers published in academic events (National Symposium on Physics Teaching, Physics Teaching Research Meeting, and National Meeting of Research in Science Teaching) and Dissertations in the area of science and physics teaching, which discussed proposals, implemented or not, of activities using role-playing games, was carried out. To delimit the sample of papers published in the event proceedings, three steps were followed: searching the databases using keywords, reading the abstracts, and reading the full texts. For the delimitation of the dissertations, another three steps were followed: a search in the Digital Library of Theses and Dissertations and CAPES' Catalog of Theses and Dissertations, reading of the titles, abstracts, and objectives of the papers, and finally, the reading of the results and final considerations of the dissertations. Then, through the Textual Discourse Analysis, it was sought approximations between the results of the analyzed researches and the objectives of the curriculum perspective of CTS Education. In the analysis process, three categories were defined a priori: discussion of the interactions between Science Technology and Society; motivation in the teaching-learning process and protagonism, positioning and decision making. In the course of the analysis process, two other categories emerged: RPG as a tool for the systematization of content/knowledge and paradoxes present in the use of RPG in the classroom. As results, we could identify that the activities involving the use of role-playing games help the development of discussions about the interactions between Science, Technology and Society, besides promoting the development of important skills for the exercise of citizenship and the construction of a critical view about Science and Technology. Moreover, RPGs have shown to be a resource with great potential to provide motivation to students due to its playful character and also by its ability to assist in assigning meanings to the content worked in the classroom. It was also possible to observe the development of attitudes of positioning and the protagonism of students with regard to decision-making processes. Moreover, the potential of articulation between the role-playing game and the dynamics of the Three Pedagogical Moments was identified. It was possible to notice a certain limitation in the participation of students in some proposals, and also a contradiction between the mandatory nature of teaching and the pedagogical aspect of the role-playing game. Based on the research carried out, it is believed that it was possible to expand the possibilities of developing proposals based on Science and Technology Education in order to overcome some problems that permeate the teaching of Science/Physics and also to improve the methodological foundations related to this perspective
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spelling O role-playing game no ensino de ciências/física: potencialidades para a educação CTSThe role-playing game in science/physics teaching: potentialities for STS educationEducação CTSRole-playing gameEnsino de ciênciasEnsino de físicaSTS educationTeaching of scienceTeaching of physicsCNPQ::CIENCIAS HUMANAS::EDUCACAOThe Teaching of Science/Physics has been experiencing some difficulties. Authors point out that such difficulties are related, among other reasons, to the fragmentation of knowledge, the lack of motivation of students with regard to learning physics, the gap between what is learned in school and what is experienced in the real world, as well as the difficulty in creating a school culture of active student participation. In this sense, it is possible to find in the literature of the area researches discussing as an alternative to this scenario the rethinking of school curricula through themes, as is the case of CTS Education. Thus, this research seeks to answer the following research problem: to what extent the Role-Playing Game can contribute to the development of proposals based on STEM education? Thus, this research is characterized as bibliographic, in which a survey of papers published in academic events (National Symposium on Physics Teaching, Physics Teaching Research Meeting, and National Meeting of Research in Science Teaching) and Dissertations in the area of science and physics teaching, which discussed proposals, implemented or not, of activities using role-playing games, was carried out. To delimit the sample of papers published in the event proceedings, three steps were followed: searching the databases using keywords, reading the abstracts, and reading the full texts. For the delimitation of the dissertations, another three steps were followed: a search in the Digital Library of Theses and Dissertations and CAPES' Catalog of Theses and Dissertations, reading of the titles, abstracts, and objectives of the papers, and finally, the reading of the results and final considerations of the dissertations. Then, through the Textual Discourse Analysis, it was sought approximations between the results of the analyzed researches and the objectives of the curriculum perspective of CTS Education. In the analysis process, three categories were defined a priori: discussion of the interactions between Science Technology and Society; motivation in the teaching-learning process and protagonism, positioning and decision making. In the course of the analysis process, two other categories emerged: RPG as a tool for the systematization of content/knowledge and paradoxes present in the use of RPG in the classroom. As results, we could identify that the activities involving the use of role-playing games help the development of discussions about the interactions between Science, Technology and Society, besides promoting the development of important skills for the exercise of citizenship and the construction of a critical view about Science and Technology. Moreover, RPGs have shown to be a resource with great potential to provide motivation to students due to its playful character and also by its ability to assist in assigning meanings to the content worked in the classroom. It was also possible to observe the development of attitudes of positioning and the protagonism of students with regard to decision-making processes. Moreover, the potential of articulation between the role-playing game and the dynamics of the Three Pedagogical Moments was identified. It was possible to notice a certain limitation in the participation of students in some proposals, and also a contradiction between the mandatory nature of teaching and the pedagogical aspect of the role-playing game. Based on the research carried out, it is believed that it was possible to expand the possibilities of developing proposals based on Science and Technology Education in order to overcome some problems that permeate the teaching of Science/Physics and also to improve the methodological foundations related to this perspectiveCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESO Ensino de Ciências/Física tem passado por algumas dificuldades. Autores apontam que tais dificuldades estão relacionadas, entre outros motivos, à fragmentação do conhecimento, à desmotivação dos estudantes no que diz respeito à aprendizagem de física, ao distanciamento entre o que se aprende na escola e o que se vivencia no mundo real, além da dificuldade em se criar uma cultura escolar de participação ativa dos estudantes. Nesse sentido, é possível encontrar na literatura da área pesquisas discutindo como alternativa a esse cenário o repensar dos currículos escolares por meio de temas, como é o caso da Educação CTS. Dessa forma, a presente pesquisa busca responder ao seguinte problema de pesquisa: em que medida o Role-Playing Game pode contribuir para o desenvolvimento de propostas balizadas na Educação CTS? Assim, essa pesquisa caracteriza-se como bibliográfica na qual foi realizado o levantamento de trabalhos publicados em atas de eventos acadêmicos (Simpósio Nacional de Ensino de Física, Encontro de Pesquisa em Ensino de Física e Encontro Nacional de Pesquisa em Ensino de Ciências) e Dissertações da área de ensino de Ciências e Física, que discutiam propostas, implementadas ou não, de atividades utilizando jogos de RPG. Para a delimitação da amostra dos trabalhos publicados em atas de eventos, seguiu-se três etapas: busca nas bases de dados através de palavras-chave; leitura dos resumos; leitura dos textos na íntegra. Já para a delimitação das dissertações, seguiu-se outras três etapas: busca na Biblioteca Digital de Teses e Dissertações e Catálogo de teses e dissertações da CAPES, leitura dos títulos, resumos e objetivos dos trabalhos e, por fim, a leitura dos resultados e considerações finais das dissertações. Na sequência, através da Análise Textual Discursiva, buscou-se aproximações entre os resultados das pesquisas analisadas e os objetivos da perspectiva curricular Educação CTS. No processo de análise, foram definidas três categorias à priori: discussão das interações entre Ciência Tecnologia Sociedade; motivação no processo de ensino-aprendizagem; protagonismo, posicionamento e tomada de decisão. No decorrer do processo de análise, outras duas categorias emergiram: O RPG como instrumento para a sistematização do conteúdo/conhecimento; e paradoxos presentes na utilização do RPG em sala de aula. Como resultados, pudemos identificar que as atividades envolvendo a utilização de jogos de RPG auxiliam no desenvolvimento de discussões sobre as interações entre a Ciência, a Tecnologia e a Sociedade, além de promover o desenvolvimento de habilidades importantes ao exercício da cidadania e da construção de uma visão crítica sobre a Ciência e a Tecnologia. Além disso, o RPG mostrouse um recurso com grande potencial de proporcionar motivação nos estudantes devido ao seu caráter lúdico e também pela sua capacidade em auxiliar na atribuição de significados aos conteúdos trabalhados em sala de aula. Também foi possível observar o desenvolvimento de atitudes de posicionamento e o protagonismo dos estudantes no que concerne aos processos de tomada de decisão. Além disso, identificou-se o potencial de articulação entre o RPG e a dinâmica dos Três Momentos Pedagógicos. Foi possível perceber certa limitação na participação dos estudantes em algumas propostas e também uma contradição entre o caráter obrigatório do ensino e o aspecto voluntário do RPG. Com base na pesquisa realizada acredita-se foi possível ampliar as possibilidades de desenvolvimento de propostas balizadas na Educação CTS com vistas à superação de alguns problemas que permeiam o ensino de Ciências/Física e também ao aprimoramento dos fundamentos metodológicos relativos a essa perspectiva.Universidade Federal de Santa MariaBrasilEducaçãoUFSMPrograma de Pós-Graduação em Educação Matemática e Ensino de FísicaCentro de Ciências Naturais e ExatasZambon, Luciana Bagolinhttp://lattes.cnpq.br/1807818404985777Muenchen, CristianeNascimento Junior, Francisco de AssisBrites, Bruna da Rosa de2022-10-26T18:22:35Z2022-10-26T18:22:35Z2022-08-16info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://repositorio.ufsm.br/handle/1/26679porAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSM2022-10-26T18:25:02Zoai:repositorio.ufsm.br:1/26679Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/ONGhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.comopendoar:2022-10-26T18:25:02Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false
dc.title.none.fl_str_mv O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
The role-playing game in science/physics teaching: potentialities for STS education
title O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
spellingShingle O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
Brites, Bruna da Rosa de
Educação CTS
Role-playing game
Ensino de ciências
Ensino de física
STS education
Teaching of science
Teaching of physics
CNPQ::CIENCIAS HUMANAS::EDUCACAO
title_short O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
title_full O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
title_fullStr O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
title_full_unstemmed O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
title_sort O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
author Brites, Bruna da Rosa de
author_facet Brites, Bruna da Rosa de
author_role author
dc.contributor.none.fl_str_mv Zambon, Luciana Bagolin
http://lattes.cnpq.br/1807818404985777
Muenchen, Cristiane
Nascimento Junior, Francisco de Assis
dc.contributor.author.fl_str_mv Brites, Bruna da Rosa de
dc.subject.por.fl_str_mv Educação CTS
Role-playing game
Ensino de ciências
Ensino de física
STS education
Teaching of science
Teaching of physics
CNPQ::CIENCIAS HUMANAS::EDUCACAO
topic Educação CTS
Role-playing game
Ensino de ciências
Ensino de física
STS education
Teaching of science
Teaching of physics
CNPQ::CIENCIAS HUMANAS::EDUCACAO
description The Teaching of Science/Physics has been experiencing some difficulties. Authors point out that such difficulties are related, among other reasons, to the fragmentation of knowledge, the lack of motivation of students with regard to learning physics, the gap between what is learned in school and what is experienced in the real world, as well as the difficulty in creating a school culture of active student participation. In this sense, it is possible to find in the literature of the area researches discussing as an alternative to this scenario the rethinking of school curricula through themes, as is the case of CTS Education. Thus, this research seeks to answer the following research problem: to what extent the Role-Playing Game can contribute to the development of proposals based on STEM education? Thus, this research is characterized as bibliographic, in which a survey of papers published in academic events (National Symposium on Physics Teaching, Physics Teaching Research Meeting, and National Meeting of Research in Science Teaching) and Dissertations in the area of science and physics teaching, which discussed proposals, implemented or not, of activities using role-playing games, was carried out. To delimit the sample of papers published in the event proceedings, three steps were followed: searching the databases using keywords, reading the abstracts, and reading the full texts. For the delimitation of the dissertations, another three steps were followed: a search in the Digital Library of Theses and Dissertations and CAPES' Catalog of Theses and Dissertations, reading of the titles, abstracts, and objectives of the papers, and finally, the reading of the results and final considerations of the dissertations. Then, through the Textual Discourse Analysis, it was sought approximations between the results of the analyzed researches and the objectives of the curriculum perspective of CTS Education. In the analysis process, three categories were defined a priori: discussion of the interactions between Science Technology and Society; motivation in the teaching-learning process and protagonism, positioning and decision making. In the course of the analysis process, two other categories emerged: RPG as a tool for the systematization of content/knowledge and paradoxes present in the use of RPG in the classroom. As results, we could identify that the activities involving the use of role-playing games help the development of discussions about the interactions between Science, Technology and Society, besides promoting the development of important skills for the exercise of citizenship and the construction of a critical view about Science and Technology. Moreover, RPGs have shown to be a resource with great potential to provide motivation to students due to its playful character and also by its ability to assist in assigning meanings to the content worked in the classroom. It was also possible to observe the development of attitudes of positioning and the protagonism of students with regard to decision-making processes. Moreover, the potential of articulation between the role-playing game and the dynamics of the Three Pedagogical Moments was identified. It was possible to notice a certain limitation in the participation of students in some proposals, and also a contradiction between the mandatory nature of teaching and the pedagogical aspect of the role-playing game. Based on the research carried out, it is believed that it was possible to expand the possibilities of developing proposals based on Science and Technology Education in order to overcome some problems that permeate the teaching of Science/Physics and also to improve the methodological foundations related to this perspective
publishDate 2022
dc.date.none.fl_str_mv 2022-10-26T18:22:35Z
2022-10-26T18:22:35Z
2022-08-16
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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format masterThesis
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dc.identifier.uri.fl_str_mv http://repositorio.ufsm.br/handle/1/26679
url http://repositorio.ufsm.br/handle/1/26679
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Santa Maria
Brasil
Educação
UFSM
Programa de Pós-Graduação em Educação Matemática e Ensino de Física
Centro de Ciências Naturais e Exatas
publisher.none.fl_str_mv Universidade Federal de Santa Maria
Brasil
Educação
UFSM
Programa de Pós-Graduação em Educação Matemática e Ensino de Física
Centro de Ciências Naturais e Exatas
dc.source.none.fl_str_mv reponame:Manancial - Repositório Digital da UFSM
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instname_str Universidade Federal de Santa Maria (UFSM)
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institution UFSM
reponame_str Manancial - Repositório Digital da UFSM
collection Manancial - Repositório Digital da UFSM
repository.name.fl_str_mv Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)
repository.mail.fl_str_mv atendimento.sib@ufsm.br||tedebc@gmail.com
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