Technology, teacher training and ludicity in the teaching of mathematics 

Detalhes bibliográficos
Autor(a) principal: Freitas, Vinicius da Silva
Data de Publicação: 2023
Outros Autores: Bazhuni, Rosayna Frota, Lima, Jacqueline de Cassia Pinheiro
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista Brasileira de Educação do Campo
Texto Completo: https://sistemas.uft.edu.br/periodicos/index.php/campo/article/view/15357
Resumo: ABSTRACT. Technologies are indispensable elements in people's daily lives and the pandemic has further accentuated this situation. They have become a teaching methodology and a factor for enriching the teaching work. Since then, applications have been widely adopted to help the teaching-learning process, making classes more dynamic, attractive, satisfying and enjoyable. The objective was to present the use of applications for teaching Mathematics, the importance of playfulness in this process and the strategies used in the use of these resources. This is a bibliographical research with narrative review, the material was obtained from the database through combined descriptors and associated by Boolean operators, being selected by inclusion and exclusion criteria. The results showed that technologies are excellent pedagogical tools and require adequate training, where the right application can favor meaningful learning and students' prior knowledge. It is concluded that applications, games and websites can favor educational experiences at school and allow learning by playing, where content can be assimilated efficiently.
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spelling Technology, teacher training and ludicity in the teaching of mathematics Technology, teacher training and ludicity in the teaching of mathematics Tecnología, formación docente y ludicidad en la enseñanza de las matemáticasTechnology, teacher training and ludicity in the teaching of mathematics Tecnologia, formação dos professores e ludicidade no ensino da matemáticaABSTRACT. Technologies are indispensable elements in people's daily lives and the pandemic has further accentuated this situation. They have become a teaching methodology and a factor for enriching the teaching work. Since then, applications have been widely adopted to help the teaching-learning process, making classes more dynamic, attractive, satisfying and enjoyable. The objective was to present the use of applications for teaching Mathematics, the importance of playfulness in this process and the strategies used in the use of these resources. This is a bibliographical research with narrative review, the material was obtained from the database through combined descriptors and associated by Boolean operators, being selected by inclusion and exclusion criteria. The results showed that technologies are excellent pedagogical tools and require adequate training, where the right application can favor meaningful learning and students' prior knowledge. It is concluded that applications, games and websites can favor educational experiences at school and allow learning by playing, where content can be assimilated efficiently.ABSTRACT. Technologies are indispensable elements in people's daily lives and the pandemic has further accentuated this situation. They have become a teaching methodology and a factor for enriching the teaching work. Since then, applications have been widely adopted to help the teaching-learning process, making classes more dynamic, attractive, satisfying and enjoyable. The objective was to present the use of applications for teaching Mathematics, the importance of playfulness in this process and the strategies used in the use of these resources. This is a bibliographical research with narrative review, the material was obtained from the database through combined descriptors and associated by Boolean operators, being selected by inclusion and exclusion criteria. The results showed that technologies are excellent pedagogical tools and require adequate training, where the right application can favor meaningful learning and students' prior knowledge. It is concluded that applications, games and websites can favor educational experiences at school and allow learning by playing, where content can be assimilated efficiently.RESUMEN. Las tecnologías son elementos indispensables en el día a día de las personas y la pandemia ha acentuado aún más esta situación. Se han convertido en una metodología de enseñanza y en un factor de enriquecimiento de la labor docente. Desde entonces, las aplicaciones han sido ampliamente adoptadas para ayudar al proceso de enseñanza-aprendizaje, haciendo las clases más dinámicas, atractivas, satisfactorias y amenas. El objetivo fue presentar el uso de aplicaciones para la enseñanza de las Matemáticas, la importancia de la lúdica en este proceso y las estrategias utilizadas en el uso de estos recursos. Se trata de una investigación bibliográfica con revisión narrativa, el material fue obtenido de la base de datos a través de descriptores combinados y asociados por operadores booleanos, siendo seleccionados por criterios de inclusión y exclusión. Los resultados mostraron que las tecnologías son excelentes herramientas pedagógicas y requieren de una adecuada formación, donde la correcta aplicación puede favorecer el aprendizaje significativo y el conocimiento previo de los estudiantes. Se concluye que las aplicaciones, juegos y sitios web pueden favorecer las experiencias educativas en la escuela y permitir el aprendizaje jugando, donde los contenidos se pueden asimilar de manera eficiente.ABSTRACT. Technologies are indispensable elements in people's daily lives and the pandemic has further accentuated this situation. They have become a teaching methodology and a factor for enriching the teaching work. Since then, applications have been widely adopted to help the teaching-learning process, making classes more dynamic, attractive, satisfying and enjoyable. The objective was to present the use of applications for teaching Mathematics, the importance of playfulness in this process and the strategies used in the use of these resources. This is a bibliographical research with narrative review, the material was obtained from the database through combined descriptors and associated by Boolean operators, being selected by inclusion and exclusion criteria. The results showed that technologies are excellent pedagogical tools and require adequate training, where the right application can favor meaningful learning and students' prior knowledge. It is concluded that applications, games and websites can favor educational experiences at school and allow learning by playing, where content can be assimilated efficiently.As tecnologias são elementos indispensáveis no cotidiano das pessoas, e a pandemia acentuou ainda mais essa situação. Elas se tornaram metodologia de ensino e fator de enriquecimento do trabalho docente. Desde então, os aplicativos são amplamente adotados no auxílio do processo de ensino-aprendizagem, tornando as aulas mais dinâmicas, atraentes, satisfatórias e prazerosas. O objetivo deste artigo é apresentar o uso de aplicativos para o ensino da Matemática, a importância da ludicidade nesse processo e as estratégias utilizadas no emprego desses recursos. Trata-se de pesquisa bibliográfica com revisão narrativa. O material foi obtido em base de dados, por meio de descritores combinados e associados por operadores booleanos, e selecionado por critérios de inclusão e exclusão. Os resultados mostraram que as tecnologias são excelentes ferramentas pedagógicas, mas exigem formação adequada, sendo que a aplicação certa pode privilegiar a aprendizagem significativa e os conhecimentos prévios dos alunos. Conclui-se que os aplicativos, jogos e sites podem favorecer as experiências educativas na escola e possibilitam o aprender brincando, no qual o conteúdo pode ser assimilado com eficiência. Palavras-chave: tecnologias, ensino, matemática, ludicidade.   Technology, teacher training and ludicity in the teaching of mathematics  ABSTRACT. Technologies are indispensable elements in people's daily lives and the pandemic has further accentuated this situation. They have become a teaching methodology and a factor for enriching the teaching work. Since then, applications have been widely adopted to help the teaching-learning process, making classes more dynamic, attractive, satisfying and enjoyable. The objective was to present the use of applications for teaching Mathematics, the importance of playfulness in this process and the strategies used in the use of these resources. This is a bibliographical research with narrative review, the material was obtained from the database through combined descriptors and associated by Boolean operators, being selected by inclusion and exclusion criteria. The results showed that technologies are excellent pedagogical tools and require adequate training, where the right application can favor meaningful learning and students' prior knowledge. It is concluded that applications, games and websites can favor educational experiences at school and allow learning by playing, where content can be assimilated efficiently. Keywords: technologies, teaching, mathematics, ludicity.   Tecnología, formación docente y ludicidad en la enseñanza de las matemáticas RESUMEN. Las tecnologías son elementos indispensables en el día a día de las personas y la pandemia ha acentuado aún más esta situación. Se han convertido en una metodología de enseñanza y en un factor de enriquecimiento de la labor docente. Desde entonces, las aplicaciones han sido ampliamente adoptadas para ayudar al proceso de enseñanza-aprendizaje, haciendo las clases más dinámicas, atractivas, satisfactorias y amenas. El objetivo fue presentar el uso de aplicaciones para la enseñanza de las Matemáticas, la importancia de la lúdica en este proceso y las estrategias utilizadas en el uso de estos recursos. Se trata de una investigación bibliográfica con revisión narrativa, el material fue obtenido de la base de datos a través de descriptores combinados y asociados por operadores booleanos, siendo seleccionados por criterios de inclusión y exclusión. Los resultados mostraron que las tecnologías son excelentes herramientas pedagógicas y requieren de una adecuada formación, donde la correcta aplicación puede favorecer el aprendizaje significativo y el conocimiento previo de los estudiantes. Se concluye que las aplicaciones, juegos y sitios web pueden favorecer las experiencias educativas en la escuela y permitir el aprendizaje jugando, donde los contenidos se pueden asimilar de manera eficiente. Palabras clave: tecnologías, enseñanza, matemáticas, ludicidad.Universidade Federal do Tocantins2023-10-21info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sistemas.uft.edu.br/periodicos/index.php/campo/article/view/1535710.20873/uft.rbec.e15357Brazilian Journal of Rural Education; Bd. 8 (2023): Publicação Contínua / Continuous Publication; e15357Brazilian Journal of Rural Education; Vol. 8 (2023): Publicação Contínua / Continuous Publication; e15357Revista Brasileña de Educación Rural; Vol. 8 (2023): Publicação Contínua / Continuous Publication; e15357Brazilian Journal of Rural Education; Vol. 8 (2023): Publicação Contínua / Continuous Publication; e15357Revista Brasileira de Educação do Campo; v. 8 (2023): Publicação Contínua / Continuous Publication; e153572525-4863reponame:Revista Brasileira de Educação do Campoinstname:Universidade Federal do Tocantins (UFT)instacron:UFTporhttps://sistemas.uft.edu.br/periodicos/index.php/campo/article/view/15357/21688https://sistemas.uft.edu.br/periodicos/index.php/campo/article/view/15357/21689Copyright (c) 2023 Vinicius da Silva Freitas, Rosayna Frota Bazhuni, Jacqueline de Cassia Pinheiro Limahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessFreitas, Vinicius da SilvaBazhuni, Rosayna FrotaLima, Jacqueline de Cassia Pinheiro2024-03-25T18:08:09Zoai:ojs.revista.uft.edu.br:article/15357Revistahttps://sistemas.uft.edu.br/periodicos/index.php/campoPUBhttps://sistemas.uft.edu.br/periodicos/index.php/campo/oaigustavo.araujo@uft.edu.br||rbec@uft.edu.br||gustavo.araujo@uft.edu.br|| rbec@uft.edu.br2525-48632525-4863opendoar:2024-03-25T18:08:09Revista Brasileira de Educação do Campo - Universidade Federal do Tocantins (UFT)false
dc.title.none.fl_str_mv Technology, teacher training and ludicity in the teaching of mathematics 
Technology, teacher training and ludicity in the teaching of mathematics 
Tecnología, formación docente y ludicidad en la enseñanza de las matemáticas
Technology, teacher training and ludicity in the teaching of mathematics 
Tecnologia, formação dos professores e ludicidade no ensino da matemática
title Technology, teacher training and ludicity in the teaching of mathematics 
spellingShingle Technology, teacher training and ludicity in the teaching of mathematics 
Freitas, Vinicius da Silva
title_short Technology, teacher training and ludicity in the teaching of mathematics 
title_full Technology, teacher training and ludicity in the teaching of mathematics 
title_fullStr Technology, teacher training and ludicity in the teaching of mathematics 
title_full_unstemmed Technology, teacher training and ludicity in the teaching of mathematics 
title_sort Technology, teacher training and ludicity in the teaching of mathematics 
author Freitas, Vinicius da Silva
author_facet Freitas, Vinicius da Silva
Bazhuni, Rosayna Frota
Lima, Jacqueline de Cassia Pinheiro
author_role author
author2 Bazhuni, Rosayna Frota
Lima, Jacqueline de Cassia Pinheiro
author2_role author
author
dc.contributor.author.fl_str_mv Freitas, Vinicius da Silva
Bazhuni, Rosayna Frota
Lima, Jacqueline de Cassia Pinheiro
description ABSTRACT. Technologies are indispensable elements in people's daily lives and the pandemic has further accentuated this situation. They have become a teaching methodology and a factor for enriching the teaching work. Since then, applications have been widely adopted to help the teaching-learning process, making classes more dynamic, attractive, satisfying and enjoyable. The objective was to present the use of applications for teaching Mathematics, the importance of playfulness in this process and the strategies used in the use of these resources. This is a bibliographical research with narrative review, the material was obtained from the database through combined descriptors and associated by Boolean operators, being selected by inclusion and exclusion criteria. The results showed that technologies are excellent pedagogical tools and require adequate training, where the right application can favor meaningful learning and students' prior knowledge. It is concluded that applications, games and websites can favor educational experiences at school and allow learning by playing, where content can be assimilated efficiently.
publishDate 2023
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10.20873/uft.rbec.e15357
url https://sistemas.uft.edu.br/periodicos/index.php/campo/article/view/15357
identifier_str_mv 10.20873/uft.rbec.e15357
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://sistemas.uft.edu.br/periodicos/index.php/campo/article/view/15357/21688
https://sistemas.uft.edu.br/periodicos/index.php/campo/article/view/15357/21689
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dc.publisher.none.fl_str_mv Universidade Federal do Tocantins
publisher.none.fl_str_mv Universidade Federal do Tocantins
dc.source.none.fl_str_mv Brazilian Journal of Rural Education; Bd. 8 (2023): Publicação Contínua / Continuous Publication; e15357
Brazilian Journal of Rural Education; Vol. 8 (2023): Publicação Contínua / Continuous Publication; e15357
Revista Brasileña de Educación Rural; Vol. 8 (2023): Publicação Contínua / Continuous Publication; e15357
Brazilian Journal of Rural Education; Vol. 8 (2023): Publicação Contínua / Continuous Publication; e15357
Revista Brasileira de Educação do Campo; v. 8 (2023): Publicação Contínua / Continuous Publication; e15357
2525-4863
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instname_str Universidade Federal do Tocantins (UFT)
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reponame_str Revista Brasileira de Educação do Campo
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repository.name.fl_str_mv Revista Brasileira de Educação do Campo - Universidade Federal do Tocantins (UFT)
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