Banca de QUALIFICAÇÃO: ERIDIANA ALVES DA SILVA BEZERRA

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
STUDENT : ERIDIANA ALVES DA SILVA BEZERRA
DATE: 24/02/2023
TIME: 14:00
LOCAL: https://meet.google.com/tug-gpwu-zue
TITLE:

EVIDENCE-BASED LITERACY WITH THE USE OF DIGITAL GAMES IN THE EARLY YEARS OF ELEMENTARY SCHOOL


KEY WORDS:

Digital Games; Literacy; Learning; Evaluation.


PAGES: 70
BIG AREA: Ciências Humanas
AREA: Educação
SUBÁREA: Ensino-Aprendizagem
SPECIALTY: Tecnologia Educacional
SUMMARY:

In Brazil, the unsatisfactory results of literacy have concerned teachers, researchers and government officials, who continue in the search for strategies that demonstrate real improvements in the current situation of literacy in the country. Digital technologies are seen as one of the possibilities discussed in a forceful way, as a way to help solve problems and thus contribute to the improvement of the current framework for low learning index. In the field of technology, active methodologies are evidenced, considered as practices of great relevance in the improvement of the issue in question.As one of these methodologies, learning based on digital games stands out for presenting innovative elements that provide various situations of conscious and systematic learning. However, although digital games are already understood as an innovative technological tool, there is a lack of application of validated and reliable instruments in the evaluation of Brazilian as a concern for the consolidation of learning based on digital games. This gap reveals the relevance of this research for teaching and learning. Given these findings, we ask ourselves: How are digital games contributing to the literacy process of students in the early years of elementary school? In this context, this research aims to analyze the application of digital games focused on evidence-based literacy. To this end, some actions defined by the specific objectives will be undertaken: to carry out a literature review to raise the state of the art regarding the learning of literacy based on digital games in the last five years; build an evidence-based literacy assessment instrument that provides evidence of learning outcomes based on digital games; to apply the literacy assessment instrument with use of digital games as a motivating tool in the development of skills and Finally, to evaluate the learning outcomes in order to obtain scientific evidence about the development of reading and writing skills. The target audience of the research is composed of 80 students of the 1st and 2nd year of Elementary School of the Municipal School João Gomes de Torres, located in the city of Canguaretama in Rio Grande do Norte. Thus, the methodology that will be used in this work presents nuances of action research, because it is considered a social research with empirical basis that is executed by the relationship with an action or resolution of a collective problem. Therefore, it is expected that the tool built allows us to understand, from the data collected from the engaged subjects, whether the learning outcomes are, in fact, satisfactory and, with this, have seen through the present contribute to improve the results of literacy and inspire other researchers and teachers to use the tool built when applying digital games in their pedagogical practice.


COMMITTEE MEMBERS:
Presidente - 2978747 - CHARLES ANDRYE GALVAO MADEIRA
Interna - 2292957 - ARLETE DOS SANTOS PETRY
Interno - ***.503.654-** - KLEBER TAVARES FERNANDES - UFERSA
Notícia cadastrada em: 06/02/2023 10:38
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