The development of problem solving with a game as a starting point for teaching mathematics

Detalhes bibliográficos
Autor(a) principal: Mendes, Luiz Otavio Rodrigues
Data de Publicação: 2023
Tipo de documento: Artigo
Idioma: por
Título da fonte: Actio (Curitiba)
Texto Completo: https://periodicos.utfpr.edu.br/actio/article/view/17590
Resumo: This research aimed to analyze the implications of the use of Digital Technologies through a game with problem solving in which the problem is the starting point. To this end, a qualitative study was conducted with 19 students from a public university in Paraná. A questionnaire containing open questions was used for data collection. After analyzing the data, it was possible to infer that when working on the Teaching-Learning of Mathematics via Problem Solving with the Flippy Bit game, it was observed that the game had the same function as a Mathematics situation, so that it implied a certain difficulty for the undergraduates. Moreover, the students used their previous knowledge to be able to play, specifically, the knowledge of addition, potentiation and binary base. By developing the activity in groups, they were able to exchange ideas, analyze the resolution of the colleague, as well as carry out collaborative work. It is important to highlight that the groups even understood the process, however, they did not know how to explain exactly the mathematical process of conversion through calculations. Thus, this occurred through the articulation made by the teacher. After this process, the students had a 100% increase in the level achieved in the game by understanding how mathematical calculations were made. As potentialities, the students pointed out a different teaching process from the traditional one, development of logical reasoning, favoring a more interesting class, autonomy, competitiveness and working with previous knowledge.
id UTFPR-13_4547306a5a0f61b8baef43eb9d1dbd45
oai_identifier_str oai:periodicos.utfpr:article/17590
network_acronym_str UTFPR-13
network_name_str Actio (Curitiba)
repository_id_str
spelling The development of problem solving with a game as a starting point for teaching mathematicsO desenvolvimento da resolução de problemas tendo um game como ponto de partida para o ensino de matemáticaEnsinoFlippy Bit; Base Hexadecimal; EAMvRP; Tecnologias Digitais.Flippy Bit; Hexadecimal base; EAMvRP; Digital TechnologiesThis research aimed to analyze the implications of the use of Digital Technologies through a game with problem solving in which the problem is the starting point. To this end, a qualitative study was conducted with 19 students from a public university in Paraná. A questionnaire containing open questions was used for data collection. After analyzing the data, it was possible to infer that when working on the Teaching-Learning of Mathematics via Problem Solving with the Flippy Bit game, it was observed that the game had the same function as a Mathematics situation, so that it implied a certain difficulty for the undergraduates. Moreover, the students used their previous knowledge to be able to play, specifically, the knowledge of addition, potentiation and binary base. By developing the activity in groups, they were able to exchange ideas, analyze the resolution of the colleague, as well as carry out collaborative work. It is important to highlight that the groups even understood the process, however, they did not know how to explain exactly the mathematical process of conversion through calculations. Thus, this occurred through the articulation made by the teacher. After this process, the students had a 100% increase in the level achieved in the game by understanding how mathematical calculations were made. As potentialities, the students pointed out a different teaching process from the traditional one, development of logical reasoning, favoring a more interesting class, autonomy, competitiveness and working with previous knowledge.Esta pesquisa teve como objetivo analisar as implicações do uso das Tecnologias Digitais por meio de um game com a resolução de problemas em que o problema é o ponto de partida. Para tanto, um estudo qualitativo foi realizado com 19 estudantes de uma universidade pública do Paraná. Um questionário contendo perguntas abertas foi utilizado para a coleta de dados. Após a análise dos dados, foi possível inferir que ao trabalhar o Ensino- -Aprendizagem de Matemática via Resolução de Problemas com o game Flippy Bit, observou-se que o game teve a mesma função de uma situação de Matemática, de modo que implicou uma certa dificuldade aos licenciandos. Outrossim, os acadêmicos utilizaram seus conhecimentos prévios para poder jogar, em específico, os conhecimentos de adição, potenciação e base binária. Ao desenvolverem a atividade em grupo, puderam trocar ideias, analisar a resolução do colega, bem como realizar um trabalho colaborativo. É importante destacar que os grupos até chegaram a entender o processo, contudo, não sabiam como explicar exatamente o processo matemático de conversão por meio de cálculos. Assim, isso ocorreu por meio da articulação feita pelo professor. Após esse processo, os acadêmicos tiveram um aumento de 100% no nível alcançado no game por entenderem sobre como se faziam os cálculos matemáticos. Como potencialidades, os estudantes apontaram um processo de ensino diferente do tradicional, desenvolvimento do raciocínio lógico, favorecimento de uma aula mais interessante, autonomia, competitividade e o trabalho com conhecimentos prévios.Universidade Tecnológica Federal do Paraná (UTFPR)Mendes, Luiz Otavio Rodrigues2023-11-23info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionPesquisa Aplicadaapplication/pdfhttps://periodicos.utfpr.edu.br/actio/article/view/1759010.3895/actio.v8n3.17590ACTIO: Teaching in Sciences; v. 8, n. 3 (2023); 1-18ACTIO: Docência em Ciências; v. 8, n. 3 (2023); 1-182525-892310.3895/actio.v8n3reponame:Actio (Curitiba)instname:Universidade Tecnológica Federal do Paraná (UTFPR)instacron:UTFPRporhttps://periodicos.utfpr.edu.br/actio/article/view/17590/9934Direitos autorais 2023 ACTIO: Docência em Ciênciashttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccess2023-12-28T17:21:41Zoai:periodicos.utfpr:article/17590Revistahttps://periodicos.utfpr.edu.br/actio/PUBhttps://periodicos.utfpr.edu.br/actio/oaimarcelolambach@utfpr.edu.br||actio-ct@utfpr.edu.br||periodicos@utfpr.edu.br2525-89232525-8923opendoar:2023-12-28T17:21:41Actio (Curitiba) - Universidade Tecnológica Federal do Paraná (UTFPR)false
dc.title.none.fl_str_mv The development of problem solving with a game as a starting point for teaching mathematics
O desenvolvimento da resolução de problemas tendo um game como ponto de partida para o ensino de matemática
title The development of problem solving with a game as a starting point for teaching mathematics
spellingShingle The development of problem solving with a game as a starting point for teaching mathematics
Mendes, Luiz Otavio Rodrigues
Ensino
Flippy Bit; Base Hexadecimal; EAMvRP; Tecnologias Digitais.
Flippy Bit; Hexadecimal base; EAMvRP; Digital Technologies
title_short The development of problem solving with a game as a starting point for teaching mathematics
title_full The development of problem solving with a game as a starting point for teaching mathematics
title_fullStr The development of problem solving with a game as a starting point for teaching mathematics
title_full_unstemmed The development of problem solving with a game as a starting point for teaching mathematics
title_sort The development of problem solving with a game as a starting point for teaching mathematics
author Mendes, Luiz Otavio Rodrigues
author_facet Mendes, Luiz Otavio Rodrigues
author_role author
dc.contributor.none.fl_str_mv

dc.contributor.author.fl_str_mv Mendes, Luiz Otavio Rodrigues
dc.subject.por.fl_str_mv Ensino
Flippy Bit; Base Hexadecimal; EAMvRP; Tecnologias Digitais.
Flippy Bit; Hexadecimal base; EAMvRP; Digital Technologies
topic Ensino
Flippy Bit; Base Hexadecimal; EAMvRP; Tecnologias Digitais.
Flippy Bit; Hexadecimal base; EAMvRP; Digital Technologies
description This research aimed to analyze the implications of the use of Digital Technologies through a game with problem solving in which the problem is the starting point. To this end, a qualitative study was conducted with 19 students from a public university in Paraná. A questionnaire containing open questions was used for data collection. After analyzing the data, it was possible to infer that when working on the Teaching-Learning of Mathematics via Problem Solving with the Flippy Bit game, it was observed that the game had the same function as a Mathematics situation, so that it implied a certain difficulty for the undergraduates. Moreover, the students used their previous knowledge to be able to play, specifically, the knowledge of addition, potentiation and binary base. By developing the activity in groups, they were able to exchange ideas, analyze the resolution of the colleague, as well as carry out collaborative work. It is important to highlight that the groups even understood the process, however, they did not know how to explain exactly the mathematical process of conversion through calculations. Thus, this occurred through the articulation made by the teacher. After this process, the students had a 100% increase in the level achieved in the game by understanding how mathematical calculations were made. As potentialities, the students pointed out a different teaching process from the traditional one, development of logical reasoning, favoring a more interesting class, autonomy, competitiveness and working with previous knowledge.
publishDate 2023
dc.date.none.fl_str_mv 2023-11-23
dc.type.none.fl_str_mv


dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Pesquisa Aplicada
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.utfpr.edu.br/actio/article/view/17590
10.3895/actio.v8n3.17590
url https://periodicos.utfpr.edu.br/actio/article/view/17590
identifier_str_mv 10.3895/actio.v8n3.17590
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicos.utfpr.edu.br/actio/article/view/17590/9934
dc.rights.driver.fl_str_mv Direitos autorais 2023 ACTIO: Docência em Ciências
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Direitos autorais 2023 ACTIO: Docência em Ciências
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 Universidade Tecnológica Federal do Paraná (UTFPR)
publisher.none.fl_str_mv Universidade Tecnológica Federal do Paraná (UTFPR)
dc.source.none.fl_str_mv ACTIO: Teaching in Sciences; v. 8, n. 3 (2023); 1-18
ACTIO: Docência em Ciências; v. 8, n. 3 (2023); 1-18
2525-8923
10.3895/actio.v8n3
reponame:Actio (Curitiba)
instname:Universidade Tecnológica Federal do Paraná (UTFPR)
instacron:UTFPR
instname_str Universidade Tecnológica Federal do Paraná (UTFPR)
instacron_str UTFPR
institution UTFPR
reponame_str Actio (Curitiba)
collection Actio (Curitiba)
repository.name.fl_str_mv Actio (Curitiba) - Universidade Tecnológica Federal do Paraná (UTFPR)
repository.mail.fl_str_mv marcelolambach@utfpr.edu.br||actio-ct@utfpr.edu.br||periodicos@utfpr.edu.br
_version_ 1797239983234351104