Banca de QUALIFICAÇÃO: LUIZA CARLA CARVALHO SIQUEIRA

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
DISCENTE : LUIZA CARLA CARVALHO SIQUEIRA
DATA : 05/10/2018
HORA: 09:00
LOCAL: Sala B203 do Instituto Metrópole Digital
TÍTULO:
GAMING: INNOVATIVE EXPERIENCES ON THE GROUND OF THE SCHOOL

PALAVRAS-CHAVES:

Pedagogical Practices. Educational Technologies. Innovation.


PÁGINAS: 80
GRANDE ÁREA: Ciências Humanas
ÁREA: Educação
SUBÁREA: Ensino-Aprendizagem
ESPECIALIDADE: Tecnologia Educacional
RESUMO:

This proposal problematizes the challenges to the necessary integral formation of students in Basic Education in times of cyberculture. The central question of this research is to reconcile the process of teaching, learning and evaluation in Elementary School (ES) using Gamification (methodology of appropriation of elements of games in activities / objects and that is independent of digital technological infrastructure) as a strategy for motivation, engagement and collaboration in building meaningful learning. The main mission of this research is to analyze the impact of gamified solutions in the development of skills and competences in students in a rural school in the municipality of Salgueiro, state of Pernambuco. As a research methodology we opted for the mixed approach, the nature of the research is applied with an experimental character. The study will be carried out in the premises of the Joaquim Barbosa de Maria School and in the normal pedagogical time of the science classes. The research subjects are the students of a 9th year ES class. The proposed activities will be planned and executed with elements of games, based on a matrix proposed by Martins and Giraffa (2015), and the participants will work collaboratively in groups and develop the activities in the room in a way considered safe. The experimental group will be evaluated by observing the following parameters: qualitative (engagement, collaboration, learning development, skills and competences) and quantitative (average individual performance, average collective performance). The method of quantitative data analysis shall be tabulated and compared between performance results between non-gamificated units and after gamification; qualitative data will be described and discussed on the basis of participant and non-participant observation; and through research journals.


MEMBROS DA BANCA:
Presidente - 2315340 - CIBELLE AMORIM MARTINS
Interno - 2451906 - ADJA FERREIRA DE ANDRADE
Externo ao Programa - 1544780 - JOAO TADEU WECK
Notícia cadastrada em: 04/10/2018 08:35
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