A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology

Detalhes bibliográficos
Autor(a) principal: Freitas, Lissandra Esnarriaga de
Data de Publicação: 2020
Outros Autores: Ferreira, Lucy Azevedo
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/7412
Resumo: Information and Communication Technologies - ICTs have become important allies in teaching and learning and, in order to implement them, schools and teachers need to review their practices and look at their students as individual beings, perceiving them as understanding the languages ​​of games, because playing is in your daily life. However, for best results, such tools cannot be run mechanically. He needs to receive from the teacher the interference of an active methodology to enrich him. Thinking about the Brazilian school today leads Education scholars to the following question: can a game be a student-centered work proposal for a collaborative posture and perception of its otherness? Question that leads to the objective of building this didactic sequence on the perspective of a methodological approach proposed by Dolz, Noverraz and Schnewly, with the purpose of describing actions that can enhance the elementary school students from the 5th to the 9th year for making critical decisions and expand your perception of collective social actions. Through a gamification application, the quiz, based on the National Common Curricular Base, proposes a qualitative study, with the theme: status of children and adolescents, guided by basic authors: Deterding, Burden, among other theorists. Thus, it is believed that the didactic sequence can be considered a contribution proposal for the school to evolve and motivate its students more, in view of its potential to arouse interest and participation of students, making them more proactive, responsive, developing their multiliteracies.
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spelling A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology Una secuencia didáctica de una aplicación de gamificación para la lectura de la condición del niño y el adolescente: una metodología activaUma sequência didática a partir de um aplicativo de gamificação para a leitura do estatuto da criança e do adolescente: uma metodologia ativaIctKahootQuizReadingTeaching.TicKahootQuisoLecturaEnseñanza.TicKahootQuizLeituraEnsino.Information and Communication Technologies - ICTs have become important allies in teaching and learning and, in order to implement them, schools and teachers need to review their practices and look at their students as individual beings, perceiving them as understanding the languages ​​of games, because playing is in your daily life. However, for best results, such tools cannot be run mechanically. He needs to receive from the teacher the interference of an active methodology to enrich him. Thinking about the Brazilian school today leads Education scholars to the following question: can a game be a student-centered work proposal for a collaborative posture and perception of its otherness? Question that leads to the objective of building this didactic sequence on the perspective of a methodological approach proposed by Dolz, Noverraz and Schnewly, with the purpose of describing actions that can enhance the elementary school students from the 5th to the 9th year for making critical decisions and expand your perception of collective social actions. Through a gamification application, the quiz, based on the National Common Curricular Base, proposes a qualitative study, with the theme: status of children and adolescents, guided by basic authors: Deterding, Burden, among other theorists. Thus, it is believed that the didactic sequence can be considered a contribution proposal for the school to evolve and motivate its students more, in view of its potential to arouse interest and participation of students, making them more proactive, responsive, developing their multiliteracies.Las Tecnologías de Información y Comunicación - Tics se han convertido en importantes aliados de la enseñanza y el aprendizaje y, para implementarlas, las escuelas y los profesores necesitan revisar sus prácticas y mirar a sus alumnos como seres individuales, percibiéndolos como conocedores de los lenguajes de los juegos, porque jugar está en su cotidiano. Sin embargo, para obtener mejores resultados, estas herramientas no pueden ejecutarse mecánicamente. Necesita recibir del profesor la interferencia de una metodología activa para enriquecerlo. Pensar en la escuela brasileña hoy lleva a los estudiosos de la Educación a la siguiente pregunta: ¿un juego puede ser una propuesta de trabajo centrada en el alumno para una postura de colaboración y percepción de su alteridad? Pregunta que lleva al objetivo de la construcción de esta secuencia didáctica sobre la perspectiva de un enfoque metodológico propuesto por Dolz, Noverraz y Schnewly, con el propósito de describir acciones que puedan potencializar al alumno de la escuela fundamental del 5º al 9º año para tomar decisiones críticas y expandir su percepción de acciones sociales colectivas. Por medio de una aplicación de gamificación, el concurso, y con fundamento en la Base Nacional Común Curricular, se propone en estudio cualitativo, con la temática: estatuto del niño y del adolescente, guiado por autores básicos: Deterding, Fardo, entre otros teóricos. Así se cree que la secuencia didáctica puede ser considerada una propuesta de contribución a la escuela evolucionar y motivar más a sus alumnos, ante su potencial de despertar interés y participación de los alumnos, haciéndolos más proactivos, responsivos, desarrollando sus multiliteraciones.As Tecnologias de Informação e Comunicação – TICs têm se tornado importantes aliadas do ensino e aprendizagem e, para implementá-las, as escolas e os professores precisam rever suas práticas e olhar seus alunos como seres individuais, percebendo-os como entendedores das linguagens dos jogos, porque jogar está no seu cotidiano. No entanto, para melhores resultados tais ferramentas não podem ser executadas mecanicamente. Precisa receber do professor a interferência de uma metodologia ativa para enriquecê-lo. Pensar na escola brasileira hoje leva os estudiosos da Educação à seguinte pergunta: um game pode ser uma proposta de trabalho centrada no aluno para uma postura de colaboração e percepção de sua alteridade? Pergunta que leva ao objetivo da construção desta sequência didática sobre a perspectiva de um enfoque metodológico proposto por Dolz, Noverraz e Schnewly, com o propósito de descrever ações que possam potencializar o aluno da escola fundamental do 5º ao 9º ano para tomada de decisões críticas e expandir sua percepção de ações sociais coletivas. Por meio de um aplicativo de gamificação, o quiz, e com embasamento na Base Nacional Comum Curricular, propõe-se em estudo qualitativo, com a temática: estatuto da criança e do adolescente, norteado por autores basilares: Deterding, Fardo, entre outros teóricos. Assim acredita-se que a sequência didática pode ser considerada uma proposta de contribuição para a escola evoluir e motivar mais seus alunos, diante de seu potencial de despertar interesse e participação dos alunos, tornando-os mais proativos, responsivos, desenvolvendo suas multiliteracias.Research, Society and Development2020-08-24info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/741210.33448/rsd-v9i9.7412Research, Society and Development; Vol. 9 No. 9; e414997412Research, Society and Development; Vol. 9 Núm. 9; e414997412Research, Society and Development; v. 9 n. 9; e4149974122525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/7412/6623Copyright (c) 2020 Lissandra Esnarriaga de Freitas; Lucy Azevedo Ferreirahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessFreitas, Lissandra Esnarriaga deFerreira, Lucy Azevedo2020-09-18T01:42:11Zoai:ojs.pkp.sfu.ca:article/7412Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:30:08.719795Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology
Una secuencia didáctica de una aplicación de gamificación para la lectura de la condición del niño y el adolescente: una metodología activa
Uma sequência didática a partir de um aplicativo de gamificação para a leitura do estatuto da criança e do adolescente: uma metodologia ativa
title A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology
spellingShingle A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology
Freitas, Lissandra Esnarriaga de
Ict
Kahoot
Quiz
Reading
Teaching.
Tic
Kahoot
Quiso
Lectura
Enseñanza.
Tic
Kahoot
Quiz
Leitura
Ensino.
title_short A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology
title_full A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology
title_fullStr A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology
title_full_unstemmed A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology
title_sort A didactic sequence from a gamification application for reading the status of children and adolescents: an active methodology
author Freitas, Lissandra Esnarriaga de
author_facet Freitas, Lissandra Esnarriaga de
Ferreira, Lucy Azevedo
author_role author
author2 Ferreira, Lucy Azevedo
author2_role author
dc.contributor.author.fl_str_mv Freitas, Lissandra Esnarriaga de
Ferreira, Lucy Azevedo
dc.subject.por.fl_str_mv Ict
Kahoot
Quiz
Reading
Teaching.
Tic
Kahoot
Quiso
Lectura
Enseñanza.
Tic
Kahoot
Quiz
Leitura
Ensino.
topic Ict
Kahoot
Quiz
Reading
Teaching.
Tic
Kahoot
Quiso
Lectura
Enseñanza.
Tic
Kahoot
Quiz
Leitura
Ensino.
description Information and Communication Technologies - ICTs have become important allies in teaching and learning and, in order to implement them, schools and teachers need to review their practices and look at their students as individual beings, perceiving them as understanding the languages ​​of games, because playing is in your daily life. However, for best results, such tools cannot be run mechanically. He needs to receive from the teacher the interference of an active methodology to enrich him. Thinking about the Brazilian school today leads Education scholars to the following question: can a game be a student-centered work proposal for a collaborative posture and perception of its otherness? Question that leads to the objective of building this didactic sequence on the perspective of a methodological approach proposed by Dolz, Noverraz and Schnewly, with the purpose of describing actions that can enhance the elementary school students from the 5th to the 9th year for making critical decisions and expand your perception of collective social actions. Through a gamification application, the quiz, based on the National Common Curricular Base, proposes a qualitative study, with the theme: status of children and adolescents, guided by basic authors: Deterding, Burden, among other theorists. Thus, it is believed that the didactic sequence can be considered a contribution proposal for the school to evolve and motivate its students more, in view of its potential to arouse interest and participation of students, making them more proactive, responsive, developing their multiliteracies.
publishDate 2020
dc.date.none.fl_str_mv 2020-08-24
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/7412
10.33448/rsd-v9i9.7412
url https://rsdjournal.org/index.php/rsd/article/view/7412
identifier_str_mv 10.33448/rsd-v9i9.7412
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/7412/6623
dc.rights.driver.fl_str_mv Copyright (c) 2020 Lissandra Esnarriaga de Freitas; Lucy Azevedo Ferreira
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2020 Lissandra Esnarriaga de Freitas; Lucy Azevedo Ferreira
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 9 No. 9; e414997412
Research, Society and Development; Vol. 9 Núm. 9; e414997412
Research, Society and Development; v. 9 n. 9; e414997412
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
institution UNIFEI
reponame_str Research, Society and Development
collection Research, Society and Development
repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
repository.mail.fl_str_mv rsd.articles@gmail.com
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