The development of problem solving with a game as a starting point for teaching mathematics
Autor(a) principal: | |
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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. |
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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 |