Análise do uso de jogos didáticos de biologia no ensino médio : desvelando sua eficácia na aprendizagem dos alunos

Detalhes bibliográficos
Ano de defesa: 2014
Autor(a) principal: Santo, Pâmala Jéssica de Oliveira lattes
Orientador(a): Silva, Veleida Anahí da lattes
Banca de defesa: Não Informado pela instituição
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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spelling 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
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/2177713463189438
dc.contributor.advisor1.fl_str_mv Silva, Veleida Anahí da
dc.contributor.authorLattes.fl_str_mv 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
dc.subject.cnpq.fl_str_mv 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
publishDate 2014
dc.date.issued.fl_str_mv 2014-03-25
dc.date.accessioned.fl_str_mv 2017-09-26T18:15:27Z
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