Banca de DEFESA: ERIDIANA ALVES DA SILVA BEZERRA

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
STUDENT : ERIDIANA ALVES DA SILVA BEZERRA
DATE: 31/08/2023
TIME: 14:00
LOCAL: https://meet.google.com/wiq-uzfo-mwv
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: 140
BIG AREA: Ciências Humanas
AREA: Educação
SUBÁREA: Ensino-Aprendizagem
SPECIALTY: Tecnologia Educacional
SUMMARY:

Brazil is in an uncomfortable situation regarding the educational results of literacy. Over the past three years, the pandemic has made it even harder to overcome reading and writing challenges. To seek improvements in the quality of learning in literacy, teachers, researchers and governments have gathered efforts in search of public policies based on scientific evidence of successful experiences in other countries. In this sense, digital technologies have been discussed as a possible solution to contribute to the improvement of the current scenario of low learning rate. In the field of technology, active methodologies have been highlighted as relevant practices to address this issue, focusing on improving the quality of learning in the context of literacy. One of these methodologies is learning based on digital games, which presents innovative elements capable of offering diverse situations of conscious and systematic learning. However, although digital games are already considered innovative tools, there is still a certain lack of application of validated and reliable instruments that demonstrate evidence of student learning in Brazilian which is a concern for the consolidation of learning based on digital games. Therefore, this research seeks to help fill this gap and investigate how digital games are contributing to the literacy process of students in the early years of elementary school.The main objective of this study is to analyze the application of digital games aimed at scientific evidence-based literacy. For this, some specific actions were carried out: I) systematic review of the literature to identify the main research on the learning of literacy based on digital games in the last five years; II) application of the digital game GraphoGame, which has an evaluation system with feedback on learning outcomes, in the game environment itself; and III) analysis of learning outcomes, obtained using the game GraphoGame, in order to obtain scientific evidence that demonstrates its effectiveness in developing literacy skills. The research was conducted with 90 students of the 1st and 2nd years of Elementary School - early years, the Municipal School João Gomes de Torres, located in the city of Canguaretama/ RN.To study the reliability of the proposal, the students were organized into two groups, identified as: Experiment Group, with 69 students, and Control Group, with 21 students. The adopted methodology presents nuances of action research, considered a social research with empirical basis, which involves the relationship with an action or resolution of a collective problem. Therefore, the proposal of pedagogical intervention elaborated in the study allowed us to understand, based on the evaluation model used in the that the learning outcomes of literacy with the use of digital games can provide substantial benefits when compared to traditional teaching methodologies.


COMMITTEE MEMBERS:
Presidente - 2978747 - CHARLES ANDRYE GALVAO MADEIRA
Interna - 2292957 - ARLETE DOS SANTOS PETRY
Interno - ***.503.654-** - KLEBER TAVARES FERNANDES - UFERSA
Externo à Instituição - FILOMENA MARIA GONÇALVES DA SILVA CORDEIRO MOITA - UFPB
Notícia cadastrada em: 14/08/2023 19:50
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