Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil

Detalhes bibliográficos
Ano de defesa: 2016
Autor(a) principal: Mello, Felipe da Cunha de
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Santa Maria
BR
Educação
UFSM
Programa de Pós-Graduação em Tecnologias Educacionais em Rede
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: http://repositorio.ufsm.br/handle/1/10680
Resumo: Nowadays, there are great governmental and educational institutions efforts to promote financial education in Brazil, driven by social and economic politics which have been adopted in this country. At the same time, there is a notable technological evolution and encouragement of information and Communication Technologies (ICT) didactics and pedagogical tools in school routine. Therefore, this scientific dissertation presents an investigation of how a gamebook can promote the financial education learning in childhood. Through a survey, characterized as exploratory using bibliographic review, it was possible to feature childhood financial education area as well as identify how it is applied at schools in Santa Maria/RS. As a result, it was obtained requirements in order to develop a learning object which could be used as a financial education disseminator. Thus, with this research it was observed that the construction of knowledge in finances has been permeated by several technological and media tools. However, the main resource which is being used to attract child attention is ludic activities. In addition, a way to work with ludic activities is the integration of game elements with book characteristics, connecting tradition and technology, in order to follow this new reality. Wherefore, considering this association it was decided to develop a gamebook, attractive tool for education, migrating from physic book to digital book. It was elaborated the gamebook "Henrique and the robot Dim" throughout a construction of a narrative presenting situations of financial choosing, creation of digital scenarios and characters, and the integration of the narrative with the digital environment and game elements. As a purpose of evaluating this gamebook, it was applied on students of fifth grade from both private and public schools in Santa Maria/RS. As a result, it was observed that the technology as a teaching tool enhances student participation during class, mostly when educational ludic activities are applied. In addition, it was noticed a possible increased student's financial education interest. This dissertation is part of Stricto Sensu Post-Graduation Program in Educational Technologies in Networks, with area of interest in Educational Technologies development, and has developed the gamebook called "Henrique and the robot Dim"
id UFSM_e2e971f61570ba3abde3fa70e58237fa
oai_identifier_str oai:repositorio.ufsm.br:1/10680
network_acronym_str UFSM
network_name_str Manancial - Repositório Digital da UFSM
repository_id_str
spelling Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantilHenrique and the Robot Dim: gamebook to encourage financial education teaching and learning process in childhoodEducação financeira infantilLivro-jogoTecnologiaFinancial education in childhoodGamebookTechnologyCNPQ::CIENCIAS HUMANAS::EDUCACAONowadays, there are great governmental and educational institutions efforts to promote financial education in Brazil, driven by social and economic politics which have been adopted in this country. At the same time, there is a notable technological evolution and encouragement of information and Communication Technologies (ICT) didactics and pedagogical tools in school routine. Therefore, this scientific dissertation presents an investigation of how a gamebook can promote the financial education learning in childhood. Through a survey, characterized as exploratory using bibliographic review, it was possible to feature childhood financial education area as well as identify how it is applied at schools in Santa Maria/RS. As a result, it was obtained requirements in order to develop a learning object which could be used as a financial education disseminator. Thus, with this research it was observed that the construction of knowledge in finances has been permeated by several technological and media tools. However, the main resource which is being used to attract child attention is ludic activities. In addition, a way to work with ludic activities is the integration of game elements with book characteristics, connecting tradition and technology, in order to follow this new reality. Wherefore, considering this association it was decided to develop a gamebook, attractive tool for education, migrating from physic book to digital book. It was elaborated the gamebook "Henrique and the robot Dim" throughout a construction of a narrative presenting situations of financial choosing, creation of digital scenarios and characters, and the integration of the narrative with the digital environment and game elements. As a purpose of evaluating this gamebook, it was applied on students of fifth grade from both private and public schools in Santa Maria/RS. As a result, it was observed that the technology as a teaching tool enhances student participation during class, mostly when educational ludic activities are applied. In addition, it was noticed a possible increased student's financial education interest. This dissertation is part of Stricto Sensu Post-Graduation Program in Educational Technologies in Networks, with area of interest in Educational Technologies development, and has developed the gamebook called "Henrique and the robot Dim"Atualmente, há um grande esforço dos governantes e instituições para promover a educação financeira no Brasil, impulsionado pelas políticas sociais e econômicas que vem sendo adotadas. Paralelamente a este movimento, há uma notável evolução tecnológica e incentivo do uso didático-pedagógico das Tecnologias da Informação e Comunicação - TIC no cotidiano escolar. Dentro deste contexto, este trabalho apresenta uma investigação de como o uso do gamebook pode apoiar a aprendizagem da educação financeira infantil. Por meio de uma pesquisa de natureza aplicada, caracterizando-se quanto aos objetivos pelo tipo exploratória, orientando-se por meio de investigações bibliográficas e por procedimentos adotados em pesquisas survey, foi possível caracterizar a área de educação financeira infantil, bem como identificar como esta é trabalhada nas escolas, considerando o ambiente regional da cidade de Santa Maria/RS. Como resultado deste estudo inicial, obteve-se requisitos para o desenvolvimento de um objeto de aprendizagem que pudesse atuar como meio disseminador da educação financeira. Com a pesquisa, percebeu-se que a construção do conhecimento financeiro está sendo permeada por diversos meios tecnológicos e midiáticos, sendo um dos principais recursos utilizados para atrair a atenção das crianças é a ludicidade. Uma das formas de trabalhar com ludicidade é integração de elementos de jogos com as características de um livro, combinando tradição com a tecnologia, no intuito de acompanhar a nova realidade. Considerando essa associação, decidiu-se pelo desenvolvimento de um gamebook,que pode ser um instrumento atrativo para o ensino, sobretudo por meio do processo de migração do livro do meio físico para o meio eletrônico. Com a construção de uma narrativa contendo situações que apresentam escolhas financeiras, a criação de cenários e personagens digitais, e por fim a integração da narrativa com o ambiente digital e elementos de jogos, elaborou-se o gamebook Henrique e o Robô Dim. Com a finalidade de avaliar o gamebook desenvolvido, este foi aplicado a alunos de 5º ano de uma escola particular e de uma escola pública de Santa Maria/RS. Como resultados, observou-se que a tecnologia, como ferramenta de ensino, proporciona maior participação do aluno durante a aula, sobretudo, quando envolve ludicidade com a finalidade de educação. Também foi possível promover a discussão dos estudantes sobre o assunto educação financeira. Esta dissertação faz parte do Programa de Pós-Graduação Stricto Sensu em Tecnologias Educacionais em Rede, da linha de Desenvolvimento de Tecnologias Educacionais em Rede e gerou, como produto final, o gamebook digital denominado Henrique e o Robô Dim.Universidade Federal de Santa MariaBREducaçãoUFSMPrograma de Pós-Graduação em Tecnologias Educacionais em RedeBernardi, Gilianehttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4770735T8Fioreze, Leandra Anversahttp://lattes.cnpq.br/9910618131721810Santos, Leila Maria Araújohttp://lattes.cnpq.br/0427736982554233Mello, Felipe da Cunha de2016-11-012016-11-012016-08-29info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfapplication/pdfMELLO, Felipe da Cunha de. HENRIQUE AND THE ROBOT DIM: GAMEBOOK TO ENCOURAGE FINANCIAL EDUCATION TEACHING AND LEARNING PROCESS IN CHILDHOOD. 2016. 110 f. Dissertação (Mestrado em Educação) - Universidade Federal de Santa Maria, Santa Maria, 2016.http://repositorio.ufsm.br/handle/1/10680porinfo:eu-repo/semantics/openAccessreponame:Manancial - Repositório Digital da UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSM2021-02-12T12:42:52Zoai:repositorio.ufsm.br:1/10680Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufsm.br/ONGhttps://repositorio.ufsm.br/oai/requestatendimento.sib@ufsm.br||tedebc@gmail.comopendoar:2024-07-29T10:46:17.313995Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)false
dc.title.none.fl_str_mv Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil
Henrique and the Robot Dim: gamebook to encourage financial education teaching and learning process in childhood
title Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil
spellingShingle Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil
Mello, Felipe da Cunha de
Educação financeira infantil
Livro-jogo
Tecnologia
Financial education in childhood
Gamebook
Technology
CNPQ::CIENCIAS HUMANAS::EDUCACAO
title_short Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil
title_full Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil
title_fullStr Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil
title_full_unstemmed Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil
title_sort Henrique e o Robô Dim: gamebook para apoiar o processo de ensino e aprendizagem de educação financeira infantil
author Mello, Felipe da Cunha de
author_facet Mello, Felipe da Cunha de
author_role author
dc.contributor.none.fl_str_mv Bernardi, Giliane
http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4770735T8
Fioreze, Leandra Anversa
http://lattes.cnpq.br/9910618131721810
Santos, Leila Maria Araújo
http://lattes.cnpq.br/0427736982554233
dc.contributor.author.fl_str_mv Mello, Felipe da Cunha de
dc.subject.por.fl_str_mv Educação financeira infantil
Livro-jogo
Tecnologia
Financial education in childhood
Gamebook
Technology
CNPQ::CIENCIAS HUMANAS::EDUCACAO
topic Educação financeira infantil
Livro-jogo
Tecnologia
Financial education in childhood
Gamebook
Technology
CNPQ::CIENCIAS HUMANAS::EDUCACAO
description Nowadays, there are great governmental and educational institutions efforts to promote financial education in Brazil, driven by social and economic politics which have been adopted in this country. At the same time, there is a notable technological evolution and encouragement of information and Communication Technologies (ICT) didactics and pedagogical tools in school routine. Therefore, this scientific dissertation presents an investigation of how a gamebook can promote the financial education learning in childhood. Through a survey, characterized as exploratory using bibliographic review, it was possible to feature childhood financial education area as well as identify how it is applied at schools in Santa Maria/RS. As a result, it was obtained requirements in order to develop a learning object which could be used as a financial education disseminator. Thus, with this research it was observed that the construction of knowledge in finances has been permeated by several technological and media tools. However, the main resource which is being used to attract child attention is ludic activities. In addition, a way to work with ludic activities is the integration of game elements with book characteristics, connecting tradition and technology, in order to follow this new reality. Wherefore, considering this association it was decided to develop a gamebook, attractive tool for education, migrating from physic book to digital book. It was elaborated the gamebook "Henrique and the robot Dim" throughout a construction of a narrative presenting situations of financial choosing, creation of digital scenarios and characters, and the integration of the narrative with the digital environment and game elements. As a purpose of evaluating this gamebook, it was applied on students of fifth grade from both private and public schools in Santa Maria/RS. As a result, it was observed that the technology as a teaching tool enhances student participation during class, mostly when educational ludic activities are applied. In addition, it was noticed a possible increased student's financial education interest. This dissertation is part of Stricto Sensu Post-Graduation Program in Educational Technologies in Networks, with area of interest in Educational Technologies development, and has developed the gamebook called "Henrique and the robot Dim"
publishDate 2016
dc.date.none.fl_str_mv 2016-11-01
2016-11-01
2016-08-29
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv MELLO, Felipe da Cunha de. HENRIQUE AND THE ROBOT DIM: GAMEBOOK TO ENCOURAGE FINANCIAL EDUCATION TEACHING AND LEARNING PROCESS IN CHILDHOOD. 2016. 110 f. Dissertação (Mestrado em Educação) - Universidade Federal de Santa Maria, Santa Maria, 2016.
http://repositorio.ufsm.br/handle/1/10680
identifier_str_mv MELLO, Felipe da Cunha de. HENRIQUE AND THE ROBOT DIM: GAMEBOOK TO ENCOURAGE FINANCIAL EDUCATION TEACHING AND LEARNING PROCESS IN CHILDHOOD. 2016. 110 f. Dissertação (Mestrado em Educação) - Universidade Federal de Santa Maria, Santa Maria, 2016.
url http://repositorio.ufsm.br/handle/1/10680
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Santa Maria
BR
Educação
UFSM
Programa de Pós-Graduação em Tecnologias Educacionais em Rede
publisher.none.fl_str_mv Universidade Federal de Santa Maria
BR
Educação
UFSM
Programa de Pós-Graduação em Tecnologias Educacionais em Rede
dc.source.none.fl_str_mv reponame:Manancial - Repositório Digital da UFSM
instname:Universidade Federal de Santa Maria (UFSM)
instacron:UFSM
instname_str Universidade Federal de Santa Maria (UFSM)
instacron_str UFSM
institution UFSM
reponame_str Manancial - Repositório Digital da UFSM
collection Manancial - Repositório Digital da UFSM
repository.name.fl_str_mv Manancial - Repositório Digital da UFSM - Universidade Federal de Santa Maria (UFSM)
repository.mail.fl_str_mv atendimento.sib@ufsm.br||tedebc@gmail.com
_version_ 1814349722943488000