O role-playing game no ensino de ciências/física: potencialidades para a educação CTS
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Manancial - Repositório Digital da UFSM |
dARK ID: | ark:/26339/001300000fb04 |
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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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/1/26679ark:/26339/001300000fb04porAttribution-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 |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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http://repositorio.ufsm.br/handle/1/26679 |
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ark:/26339/001300000fb04 |
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http://repositorio.ufsm.br/handle/1/26679 |
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ark:/26339/001300000fb04 |
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por |
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Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess |
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Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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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 |
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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 |
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Universidade Federal de Santa Maria (UFSM) |
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Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM) |
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