Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano

Detalhes bibliográficos
Autor(a) principal: Gonçalves, Érica de Cássia [UNESP]
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://hdl.handle.net/11449/193405
Resumo: In the current context, the process of accelerating technologies, especially those related to communication, has influenced the paradigm shifts on the way of thinking about society and its institutions, thus impacting the social and cultural life of human beings. It is not difficult to see that one of the changes that has occurred in recent times is the way children currently play and interact with each other, since since early childhood contact with mobile and portable devices has been part of their hobby, replacing many times of outdoor play, social interaction, use and exploration of concrete games, among others, by games on the screen. For this reason, it is natural for discussions and reflections to be encouraged about the impacts of such changes on society as a whole and, mainly, on the development of children. This research, which is part of a series of investigations that have been carried out in GEADEC - Group of Studies and Research in Learning and Development in the Constructivist Perspective, aimed to investigate the effects of technology in the construction of intelligence structures in the light Piaget's theory, comparing pedagogical interventions performed with concrete games and interventions with the same games, in electronic versions. For this, the work methodology consisted of a quasi-experimental design study, with pre and post-tests and an intervention period, where the subjects were submitted to the operational tests of conservation of the discrete quantities (cards), inclusion of classes (flowers ) and serialization (rods). The construction of the infralogical structures of space was also evaluated by means of proof of the copy of geometric figures (topological space), projective line (projective space) and horizontal and vertical coordinates (Euclidean space). The research participants were 38 students from municipal schools in a city in the interior of Minas Gerais, aged between 7 and 10 years old, who had not yet built the operational thinking structures in the pre-test, distributed in three groups, two experimental (G1 and G2) and a control group (CG). In G1, there was pedagogical intervention using electronic games; in G2 there was intervention with the same games, however, in the concrete versions and in the control group (CG), there was no intervention. The interventions took place individually, in pairs or in small groups, according to age, twice a week, in sessions of 1 hour each, for a period of 3 months. In total, there were 19 sessions with the games Kalah, Cilada, Lig 4, O Quarto and Velha in 3D. The hypothesis that permeated this study was that the pedagogical intervention would be favorable to the construction of the logical structures of the operative thinking in both groups, but there would be a difference in the construction of the infra-logical structures of space of subjects who would participate in the GE1 (electronic), since, when using electronic games, some concrete actions that allow exploring the properties of objects would be more difficult to occur. The results indicated differences in the exploration of the materials and rules of the game, in the practice and construction of strategies and in the resolution of problems, from the plays between the subjects who participated in the intervention with concrete games and those who participated in the intervention with the same games, in the electronic version. In addition, in the post-test it was found that there was a qualitative and quantitative change in the thought structures evaluated in a more expressive way between the subjects of the experimental groups compared to the control group, as well as there was also a difference in the performance of the subjects of the groups. after the intervention period. Such difference was more significant in the result of the tests related to the notion of space, where GE2 (concrete) performed better than GE1 (electronic), showing that electronic 11 games can even be useful to develop a job, with pedagogical intervention, but they do not substitute the concretes in several aspects because they do not guarantee essential principles, which, according to Piaget's theory, explain development.
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spelling Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetianoPedagogical intervention with concrete and electronic games for the construction of cognitive structures: a piagetian studyCognitive structuresConcrete gamesElectronic gamesPedagogical interventionEstruturas cognitivasJogos concretosJogos eletrônicosIntervenção pedagógicaIn the current context, the process of accelerating technologies, especially those related to communication, has influenced the paradigm shifts on the way of thinking about society and its institutions, thus impacting the social and cultural life of human beings. It is not difficult to see that one of the changes that has occurred in recent times is the way children currently play and interact with each other, since since early childhood contact with mobile and portable devices has been part of their hobby, replacing many times of outdoor play, social interaction, use and exploration of concrete games, among others, by games on the screen. For this reason, it is natural for discussions and reflections to be encouraged about the impacts of such changes on society as a whole and, mainly, on the development of children. This research, which is part of a series of investigations that have been carried out in GEADEC - Group of Studies and Research in Learning and Development in the Constructivist Perspective, aimed to investigate the effects of technology in the construction of intelligence structures in the light Piaget's theory, comparing pedagogical interventions performed with concrete games and interventions with the same games, in electronic versions. For this, the work methodology consisted of a quasi-experimental design study, with pre and post-tests and an intervention period, where the subjects were submitted to the operational tests of conservation of the discrete quantities (cards), inclusion of classes (flowers ) and serialization (rods). The construction of the infralogical structures of space was also evaluated by means of proof of the copy of geometric figures (topological space), projective line (projective space) and horizontal and vertical coordinates (Euclidean space). The research participants were 38 students from municipal schools in a city in the interior of Minas Gerais, aged between 7 and 10 years old, who had not yet built the operational thinking structures in the pre-test, distributed in three groups, two experimental (G1 and G2) and a control group (CG). In G1, there was pedagogical intervention using electronic games; in G2 there was intervention with the same games, however, in the concrete versions and in the control group (CG), there was no intervention. The interventions took place individually, in pairs or in small groups, according to age, twice a week, in sessions of 1 hour each, for a period of 3 months. In total, there were 19 sessions with the games Kalah, Cilada, Lig 4, O Quarto and Velha in 3D. The hypothesis that permeated this study was that the pedagogical intervention would be favorable to the construction of the logical structures of the operative thinking in both groups, but there would be a difference in the construction of the infra-logical structures of space of subjects who would participate in the GE1 (electronic), since, when using electronic games, some concrete actions that allow exploring the properties of objects would be more difficult to occur. The results indicated differences in the exploration of the materials and rules of the game, in the practice and construction of strategies and in the resolution of problems, from the plays between the subjects who participated in the intervention with concrete games and those who participated in the intervention with the same games, in the electronic version. In addition, in the post-test it was found that there was a qualitative and quantitative change in the thought structures evaluated in a more expressive way between the subjects of the experimental groups compared to the control group, as well as there was also a difference in the performance of the subjects of the groups. after the intervention period. Such difference was more significant in the result of the tests related to the notion of space, where GE2 (concrete) performed better than GE1 (electronic), showing that electronic 11 games can even be useful to develop a job, with pedagogical intervention, but they do not substitute the concretes in several aspects because they do not guarantee essential principles, which, according to Piaget's theory, explain development.No contexto atual, o processo de aceleração das tecnologias, principalmente aquelas referentes à comunicação, tem influenciado as mudanças de paradigmas sobre a maneira de pensar a sociedade e suas instituições, impactando assim a vida social e cultural do ser humano. Não é difícil perceber que uma das mudanças, que ocorreram nos últimos tempos, é a maneira como as crianças atualmente brincam e interagem umas com as outras, pois desde a primeira infância o contato com dispositivos móveis e portáteis faz parte do passatempo delas, substituindo muitas vezes tempos de brincadeiras ao ar livre, interação social, utilização e exploração de jogos concretos, entre outros, por jogos na tela. Por essa razão, é natural que sejam fomentadas discussões e reflexões a respeito dos impactos de tais mudanças na sociedade como um todo e, principalmente, no desenvolvimento das crianças. Esta pesquisa, que faz parte de uma série de investigações que vêm sendo levada a efeito no GEADEC - Grupo de Estudos e Pesquisas em Aprendizagem e Desenvolvimento na Perspectiva Construtivista, teve como objetivo investigar os efeitos da tecnologia na construção de estruturas da inteligência sob a luz da teoria piagetiana, comparando intervenções pedagógicas realizadas com jogos concretos e intervenções com os mesmos jogos, em versões eletrônicas. Para isto, a metodologia de trabalho consistiu em um estudo de delineamento quase experimental, com pré e pós-testes e um período de intervenção, onde os sujeitos foram submetidos às provas operatórias de conservação das quantidades discretas (fichas), inclusão de classes (flores) e seriação (bastonetes). Também foi avaliada a construção das estruturas infralógicas de espaço por meio da prova da cópia das figuras geométricas (espaço topológico), reta projetiva (espaço projetiva) e coordenadas horizontal e vertical (espaço euclidiano). Os participantes da pesquisa foram 38 estudantes de escolas da rede municipal de uma cidade do interior de Minas Gerais, com faixa etária entre 7 e 10 anos de idade, que ainda não haviam construído as estruturas de pensamento operatório no pré-teste, distribuídos em três grupos, dois experimentais (G1 e G2) e um grupo controle (GC). No G1, houve intervenção pedagógica utilizando jogos eletrônicos; no G2 houve intervenção com os mesmos jogos, porém, nas versões concretas e no grupo controle (GC), não houve intervenção. As intervenções ocorreram individualmente, em duplas ou em pequenos grupos, de acordo com a idade, duas vezes por semana, em sessões de 1 hora cada uma, por um período de 3 meses. Ao total, foram 19 sessões com os jogos Kalah, Cilada, Lig 4, O Quarto e Velha em 3D. A hipótese que permeou este estudo foi de que a intervenção pedagógica seria favorável à construção das estruturas lógicas do pensamento operatório em ambos os grupos, mas haveria diferença na construção da estruturas infralógicas de espaço de sujeitos que participariam do GE1(eletrônico), visto que, ao usar jogos eletrônicos, algumas ações concretas que permitem explorar propriedades dos objetos, seriam mais difíceis de ocorrer. Os resultados indicaram diferenças na exploração dos materiais e regras do jogo, na prática e construções de estratégias e na resolução de problemas, a partir das jogadas entre os sujeitos que participaram da intervenção com jogos concretos e dos que participaram da intervenção com os mesmos jogos, na versão eletrônica. Além disso, no pós-teste verificou-se que houve uma mudança qualitativa e quantitativa nas estruturas de pensamento avaliadas de modo mais expressivo entre os sujeitos dos grupos experimentais se comparados com o grupo controle, assim como também houve diferença no desempenho dos sujeitos dos grupos experimentais, após o período de intervenção. Tal diferença se mostrou mais significativa no resultado das provas referentes à noção de espaço, onde o GE2 (concreto) apresentou desempenho superior ao GE1 (eletrônico), 9 evidenciando que os jogos eletrônicos podem até ser úteis para desenvolver um trabalho, com intervenção pedagógica, mas não substituem os concretos em vários aspectos por não garantirem princípios essenciais, que segundo a teoria piagetiana, explicam o desenvolvimento.Não recebi financiamentoUniversidade Estadual Paulista (Unesp)Saravali, Eliane Giachetto [UNESP]Universidade Estadual Paulista (Unesp)Gonçalves, Érica de Cássia [UNESP]2020-09-08T14:59:23Z2020-09-08T14:59:23Z2020-06-18info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/11449/19340533004110040P573778124513473930000-0003-1259-6027porinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESP2024-08-13T15:08:55Zoai:repositorio.unesp.br:11449/193405Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-13T15:08:55Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano
Pedagogical intervention with concrete and electronic games for the construction of cognitive structures: a piagetian study
title Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano
spellingShingle Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano
Gonçalves, Érica de Cássia [UNESP]
Cognitive structures
Concrete games
Electronic games
Pedagogical intervention
Estruturas cognitivas
Jogos concretos
Jogos eletrônicos
Intervenção pedagógica
title_short Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano
title_full Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano
title_fullStr Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano
title_full_unstemmed Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano
title_sort Intervenção pedagógica com jogos concretos e eletrônicos para a construção de estruturas cognitivas: um estudo piagetiano
author Gonçalves, Érica de Cássia [UNESP]
author_facet Gonçalves, Érica de Cássia [UNESP]
author_role author
dc.contributor.none.fl_str_mv Saravali, Eliane Giachetto [UNESP]
Universidade Estadual Paulista (Unesp)
dc.contributor.author.fl_str_mv Gonçalves, Érica de Cássia [UNESP]
dc.subject.por.fl_str_mv Cognitive structures
Concrete games
Electronic games
Pedagogical intervention
Estruturas cognitivas
Jogos concretos
Jogos eletrônicos
Intervenção pedagógica
topic Cognitive structures
Concrete games
Electronic games
Pedagogical intervention
Estruturas cognitivas
Jogos concretos
Jogos eletrônicos
Intervenção pedagógica
description In the current context, the process of accelerating technologies, especially those related to communication, has influenced the paradigm shifts on the way of thinking about society and its institutions, thus impacting the social and cultural life of human beings. It is not difficult to see that one of the changes that has occurred in recent times is the way children currently play and interact with each other, since since early childhood contact with mobile and portable devices has been part of their hobby, replacing many times of outdoor play, social interaction, use and exploration of concrete games, among others, by games on the screen. For this reason, it is natural for discussions and reflections to be encouraged about the impacts of such changes on society as a whole and, mainly, on the development of children. This research, which is part of a series of investigations that have been carried out in GEADEC - Group of Studies and Research in Learning and Development in the Constructivist Perspective, aimed to investigate the effects of technology in the construction of intelligence structures in the light Piaget's theory, comparing pedagogical interventions performed with concrete games and interventions with the same games, in electronic versions. For this, the work methodology consisted of a quasi-experimental design study, with pre and post-tests and an intervention period, where the subjects were submitted to the operational tests of conservation of the discrete quantities (cards), inclusion of classes (flowers ) and serialization (rods). The construction of the infralogical structures of space was also evaluated by means of proof of the copy of geometric figures (topological space), projective line (projective space) and horizontal and vertical coordinates (Euclidean space). The research participants were 38 students from municipal schools in a city in the interior of Minas Gerais, aged between 7 and 10 years old, who had not yet built the operational thinking structures in the pre-test, distributed in three groups, two experimental (G1 and G2) and a control group (CG). In G1, there was pedagogical intervention using electronic games; in G2 there was intervention with the same games, however, in the concrete versions and in the control group (CG), there was no intervention. The interventions took place individually, in pairs or in small groups, according to age, twice a week, in sessions of 1 hour each, for a period of 3 months. In total, there were 19 sessions with the games Kalah, Cilada, Lig 4, O Quarto and Velha in 3D. The hypothesis that permeated this study was that the pedagogical intervention would be favorable to the construction of the logical structures of the operative thinking in both groups, but there would be a difference in the construction of the infra-logical structures of space of subjects who would participate in the GE1 (electronic), since, when using electronic games, some concrete actions that allow exploring the properties of objects would be more difficult to occur. The results indicated differences in the exploration of the materials and rules of the game, in the practice and construction of strategies and in the resolution of problems, from the plays between the subjects who participated in the intervention with concrete games and those who participated in the intervention with the same games, in the electronic version. In addition, in the post-test it was found that there was a qualitative and quantitative change in the thought structures evaluated in a more expressive way between the subjects of the experimental groups compared to the control group, as well as there was also a difference in the performance of the subjects of the groups. after the intervention period. Such difference was more significant in the result of the tests related to the notion of space, where GE2 (concrete) performed better than GE1 (electronic), showing that electronic 11 games can even be useful to develop a job, with pedagogical intervention, but they do not substitute the concretes in several aspects because they do not guarantee essential principles, which, according to Piaget's theory, explain development.
publishDate 2020
dc.date.none.fl_str_mv 2020-09-08T14:59:23Z
2020-09-08T14:59:23Z
2020-06-18
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