O uso de jogos digitais e softwares na aprendizagem dos sólidos geométricos na Escola Estadual Girassol de Tempo Integral Agrícola David Aires França em Arraias/TO

This research brings in its scope notes on the use of digital games and software for learning mathematics at the Escola Estadual Girassol de Tempo Integral Agrícola David Aires França, located in the rural area of the municipality of Arraias/TO. Given the current context of the use of technologie...

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Autor principal: Santana, Wellingtânia Ferreira
Idioma: pt_BR
Publicado em: 2024
Assuntos:
Acesso em linha: http://hdl.handle.net/11612/6890
Resumo:
This research brings in its scope notes on the use of digital games and software for learning mathematics at the Escola Estadual Girassol de Tempo Integral Agrícola David Aires França, located in the rural area of the municipality of Arraias/TO. Given the current context of the use of technologies in education, several researchers and educators are looking for alternatives to promote the learning of content. In view of this, some teachers have adopted different practices from conventional classes that seek to motivate students to become interested in this science. Therefore, the objective of this research is to analyze how educational digital games and the use of software contribute to the learning of Geometric Solids by third-year high school students. To achieve this, we apply a didactic sequence using digital games and software, as facilitating tools in the teaching and learning process of Geometric Solids content. The theoretical foundation was based on a survey of research on the Google Scholar platform and the CAPES Journal Portal on the topic in question, from which articles, dissertations and theses were extracted, as well as from authors already established in the area, such as Prensky ( 2012), D'Ambrósio (2012) and Zabala, (1998), in a didactic sequence. As for the methodological approach, it is a qualitative research, whose instruments for obtaining results were: participant observation, semi-structured questionnaires, in addition to the material produced during the application of the didactic sequence. It was possible to see from the results of this research that digital games and software make the process of teaching and learning Mathematics more dynamic, and Mathematics itself can be worked on in a more creative and motivating way, providing new paths for the construction of knowledge and the teaching process. Therefore, the research revealed contributions to the mathematics teaching and learning process, providing participants with a dynamic, critical and reflective learning environment.