Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos
| Ano de defesa: | 2014 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Não Informado pela instituição
|
| Programa de Pós-Graduação: |
Pós-Graduação em Ensino de Ciências e Matemática
|
| Departamento: |
Não Informado pela instituição
|
| País: |
Não Informado pela instituição
|
| Palavras-chave em Português: | |
| Palavras-chave em Inglês: | |
| Área do conhecimento CNPq: | |
| Link de acesso: | https://ri.ufs.br/handle/riufs/5168 |
Resumo: | This research investigated the effectiveness of educational game on student learning in high school biology process. The didactic game was chosen for this research as a suggestion of the National Curriculum Guidelines for Secondary Education (2002) and have that reinforced by the National Curriculum Guidelines for Secondary Education (2006) indicated. Therefore, the theoretical framework consists of a brief history of science teaching in Brazil, with emphasis on the use of educational resources throughout the twentieth century and also the proposals present in the Brazilian official curriculum documents on the use of the process teaching and learning. For both, were used as support mainly studies Nardi (2005), Krasilchik (2000), Barra and Lorenz (1986), Santos and Mortimer (2006), and the official curriculum documents Brazilians as the National Curriculum Guidelines (1998) and the National Curricular Parameters for the Middle (2002) education. Discussions on the didactic game, its qualities and advantages were based mainly on studies of Huizinga (2000), Kishimoto (1994), Kishimoto (2008), Zanon, Guerreiro e Oliveira (2008), Miranda (2001) and other authors who did research on this feature. The field research was developed in a state school in Aracaju. Classes were given in two classes in the 1st and 3rd year high school using two different instructional procedures. In a class of each level (ie, one 1st and one 3rd year) were given two hours lecture week in a four-week period, using a didactic game - these classes were called "experimental groups". In the other two classes were taught lessons without the use of educational games - these classes are called "control group". Students were assessed through tests and it was found from the analysis of the results that the methodology was effective in games provide more learning contents. Students who used the didactic game had superior performance to students who did not have access to this feature. We sought to understand the students opinions about lessons with educational games and the results showed that students in the experimental classes considered efficient games to promote interaction, cooperation, socialization, motivation, mobilization, interest, encouragement, and dynamic learning contents studied . The students of the control groups expressed that they feel the need to have lessons with games and establish positive relationship with the resource, they demonstrate knowledge of the benefits of this feature. Therefore, the educational games are considered effective remedies with regard to learning and are well accepted by students |
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Santo, Pâmala Jéssica de Oliveirahttp://lattes.cnpq.br/2177713463189438Silva, Veleida Anahí dahttp://lattes.cnpq.br/68516506559819402017-09-26T18:15:27Z2017-09-26T18:15:27Z2014-03-25https://ri.ufs.br/handle/riufs/5168This research investigated the effectiveness of educational game on student learning in high school biology process. The didactic game was chosen for this research as a suggestion of the National Curriculum Guidelines for Secondary Education (2002) and have that reinforced by the National Curriculum Guidelines for Secondary Education (2006) indicated. Therefore, the theoretical framework consists of a brief history of science teaching in Brazil, with emphasis on the use of educational resources throughout the twentieth century and also the proposals present in the Brazilian official curriculum documents on the use of the process teaching and learning. For both, were used as support mainly studies Nardi (2005), Krasilchik (2000), Barra and Lorenz (1986), Santos and Mortimer (2006), and the official curriculum documents Brazilians as the National Curriculum Guidelines (1998) and the National Curricular Parameters for the Middle (2002) education. Discussions on the didactic game, its qualities and advantages were based mainly on studies of Huizinga (2000), Kishimoto (1994), Kishimoto (2008), Zanon, Guerreiro e Oliveira (2008), Miranda (2001) and other authors who did research on this feature. The field research was developed in a state school in Aracaju. Classes were given in two classes in the 1st and 3rd year high school using two different instructional procedures. In a class of each level (ie, one 1st and one 3rd year) were given two hours lecture week in a four-week period, using a didactic game - these classes were called "experimental groups". In the other two classes were taught lessons without the use of educational games - these classes are called "control group". Students were assessed through tests and it was found from the analysis of the results that the methodology was effective in games provide more learning contents. Students who used the didactic game had superior performance to students who did not have access to this feature. We sought to understand the students opinions about lessons with educational games and the results showed that students in the experimental classes considered efficient games to promote interaction, cooperation, socialization, motivation, mobilization, interest, encouragement, and dynamic learning contents studied . The students of the control groups expressed that they feel the need to have lessons with games and establish positive relationship with the resource, they demonstrate knowledge of the benefits of this feature. Therefore, the educational games are considered effective remedies with regard to learning and are well accepted by studentsO presente trabalho de pesquisa investigou a eficácia do jogo didático no processo de aprendizagem dos alunos de Biologia do Ensino Médio. O jogo didático foi escolhido para esta pesquisa por ser uma sugestão dos Parâmetros Curriculares Nacionais para o Ensino Médio (2002) e ter essa indicação reforçada pelas Orientações Curriculares Nacionais para o Ensino Médio (2006). Portanto, o referencial teórico compõe-se de um breve histórico sobre o ensino de Ciências no Brasil, com ênfase no uso de recursos didáticos ao longo do século XX e, também, das propostas presentes nos documentos curriculares oficiais brasileiros sobre a utilização destes no processo de ensino e aprendizagem. Para tanto, foram utilizados como respaldo, principalmente, os estudos de Nardi (2005), Krasilchik (2000), Barra e Lorenz (1986), Santos e Mortimer (2006), e os documentos curriculares oficiais brasileiros como as Diretrizes Curriculares Nacionais (1998) e os Parâmetros Curriculares Nacionais para o Ensino Médio (2002). As discussões sobre o jogo didático, suas qualidades e vantagens foram baseadas, principalmente, nos estudos de Huizinga (2000), Kishimoto (1994), Kishimoto (2008), Zanon, Guerreiro e Oliveira (2008), Miranda (2001) e outros autores que fizeram pesquisas com esse recurso. A pesquisa de campo foi desenvolvida em uma escola pública estadual de Aracaju. Foram ministradas aulas em duas turmas do 1º e 3º ano Ensino Médio utilizando-se dois procedimentos didáticos diferenciados. Em uma turma de cada nível (ou seja, uma do 1º e outra do 3º ano) foram ministradas 2horas/aulas por semana, em um período de quatro semanas, utilizando-se de um jogo didático - essas turmas foram denominadas de grupos experimentais . Nas outras duas turmas foram ministradas aulas sem a utilização dos jogos didáticos essas turmas foram denominadas de grupos controle . Os alunos foram avaliados por meio de testes e foi verificado a partir da análise dos resultados que a metodologia com jogos foi eficaz em proporcionar maior aprendizagem dos conteúdos. Os estudantes que fizeram uso do jogo didático tiveram desempenho superior aos alunos que não tiveram acesso a esse recurso. Buscou-se também compreender a opinião dos alunos sobre aulas com jogos didáticos e os resultados mostraram que os alunos das turmas experimentais consideraram os jogos eficazes em promover interação, cooperação, socialização, motivação, mobilização, interesse, estímulo, dinâmica e a aprendizagem dos conteúdos estudados. Os discentes das turmas controle expressaram que sentem necessidade de aulas com jogos e já estabelecem relação positiva com o recurso, pois demonstram saber dos benefícios desse recurso. Portanto, os jogos didáticos são considerados materiais didáticos eficazes no tocante à aprendizagem e são bem aceitos pelos alunos.application/pdfporBiologiaJogos educativosEnsino médioAprendizagemEnsino de biologiaBiologyEducational gamesCNPQ::OUTROS::CIENCIASAnálise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunosinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisPós-Graduação em Ensino de Ciências e Matemáticainfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSORIGINALPAMALA_JESSICA_OLIVEIRA_SANTO.pdfapplication/pdf1998486https://ri.ufs.br/jspui/bitstream/riufs/5168/1/PAMALA_JESSICA_OLIVEIRA_SANTO.pdf1fcb502027f57a29bc78ee3b84949f80MD51TEXTPAMALA_JESSICA_OLIVEIRA_SANTO.pdf.txtPAMALA_JESSICA_OLIVEIRA_SANTO.pdf.txtExtracted texttext/plain293887https://ri.ufs.br/jspui/bitstream/riufs/5168/2/PAMALA_JESSICA_OLIVEIRA_SANTO.pdf.txt28dc931572d991e02bfdd145c70cba05MD52THUMBNAILPAMALA_JESSICA_OLIVEIRA_SANTO.pdf.jpgPAMALA_JESSICA_OLIVEIRA_SANTO.pdf.jpgGenerated Thumbnailimage/jpeg1271https://ri.ufs.br/jspui/bitstream/riufs/5168/3/PAMALA_JESSICA_OLIVEIRA_SANTO.pdf.jpg3852c8a8a63813cb6d0e2c2f89f38d12MD53riufs/51682017-11-28 17:08:29.205oai:oai:ri.ufs.br:repo_01:riufs/5168Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2017-11-28T20:08:29Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false |
| dc.title.por.fl_str_mv |
Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos |
| title |
Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos |
| spellingShingle |
Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos Santo, Pâmala Jéssica de Oliveira Biologia Jogos educativos Ensino médio Aprendizagem Ensino de biologia Biology Educational games CNPQ::OUTROS::CIENCIAS |
| title_short |
Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos |
| title_full |
Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos |
| title_fullStr |
Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos |
| title_full_unstemmed |
Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos |
| title_sort |
Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos |
| author |
Santo, Pâmala Jéssica de Oliveira |
| author_facet |
Santo, Pâmala Jéssica de Oliveira |
| author_role |
author |
| dc.contributor.author.fl_str_mv |
Santo, Pâmala Jéssica de Oliveira |
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http://lattes.cnpq.br/2177713463189438 |
| dc.contributor.advisor1.fl_str_mv |
Silva, Veleida Anahí da |
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http://lattes.cnpq.br/6851650655981940 |
| contributor_str_mv |
Silva, Veleida Anahí da |
| dc.subject.por.fl_str_mv |
Biologia Jogos educativos Ensino médio Aprendizagem Ensino de biologia |
| topic |
Biologia Jogos educativos Ensino médio Aprendizagem Ensino de biologia Biology Educational games CNPQ::OUTROS::CIENCIAS |
| dc.subject.eng.fl_str_mv |
Biology Educational games |
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CNPQ::OUTROS::CIENCIAS |
| description |
This research investigated the effectiveness of educational game on student learning in high school biology process. The didactic game was chosen for this research as a suggestion of the National Curriculum Guidelines for Secondary Education (2002) and have that reinforced by the National Curriculum Guidelines for Secondary Education (2006) indicated. Therefore, the theoretical framework consists of a brief history of science teaching in Brazil, with emphasis on the use of educational resources throughout the twentieth century and also the proposals present in the Brazilian official curriculum documents on the use of the process teaching and learning. For both, were used as support mainly studies Nardi (2005), Krasilchik (2000), Barra and Lorenz (1986), Santos and Mortimer (2006), and the official curriculum documents Brazilians as the National Curriculum Guidelines (1998) and the National Curricular Parameters for the Middle (2002) education. Discussions on the didactic game, its qualities and advantages were based mainly on studies of Huizinga (2000), Kishimoto (1994), Kishimoto (2008), Zanon, Guerreiro e Oliveira (2008), Miranda (2001) and other authors who did research on this feature. The field research was developed in a state school in Aracaju. Classes were given in two classes in the 1st and 3rd year high school using two different instructional procedures. In a class of each level (ie, one 1st and one 3rd year) were given two hours lecture week in a four-week period, using a didactic game - these classes were called "experimental groups". In the other two classes were taught lessons without the use of educational games - these classes are called "control group". Students were assessed through tests and it was found from the analysis of the results that the methodology was effective in games provide more learning contents. Students who used the didactic game had superior performance to students who did not have access to this feature. We sought to understand the students opinions about lessons with educational games and the results showed that students in the experimental classes considered efficient games to promote interaction, cooperation, socialization, motivation, mobilization, interest, encouragement, and dynamic learning contents studied . The students of the control groups expressed that they feel the need to have lessons with games and establish positive relationship with the resource, they demonstrate knowledge of the benefits of this feature. Therefore, the educational games are considered effective remedies with regard to learning and are well accepted by students |
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2014 |
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