Gamificação como instrumento pedagógico no ensino de matemática no ensino fundamental
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Tipo de documento
Dissertação
Data de publicação
2023
Departamento
Pró-Reitoria de Pós-Graduação, Pesquisa e Extensão
Curso
Mestrado Profissional em Educação e Novas Tecnologias
Local de publicação
Curitiba, Brasil/Paraná
Modalidade de acesso
Acesso aberto
Autor(es)
Jacques, Ediane de Fátima
Orientador(es)
Lopes, Luís Fernando
Coorientador(es)
Membros da banca
Lopes, Luís Fernando
Medeiros, Luciano Frontino de
Gonçalves, Leandro Sartori
Resumo
Este estudo de caráter bibliográfico e documental abordou o uso de ferramentas digitais
e mais especificamente a integração de atividades de gamificação e jogos como
instrumento pedagógico para colaborar no ensino de Matemática no Ensino
Fundamental. A problemática posta com ponto de partida questionou em que medida
atividades gamificadas, apresentadas aos professores como material pedagógico,
podem contribuir no processo de ensino e aprendizagem de Matemática no Ensino
Fundamental? Em consonância com tal problemática, o objetivo geral foi analisar as
práticas dos professores de Matemática do Ensino Fundamental e a sua integração
com atividades gamificadas. Concomitantemente, por se tratar de um estudo realizado
no âmbito do mestrado profissional em Educação e Novas Tecnologias, elaborou-se
propostas abertas de atividades gamificadas para serem utilizadas como recurso
pedagógico no ensino de matemática, que visa contribuir para a construção do
conhecimento de forma criativa. Já os objetivos específicos buscaram: 1) realizar uma
revisão de literatura a respeito da temática tecnologias digitais e metodologias ativas
no ensino fundamental; 2) analisar discursos e práticas de professores sobre o ensino
de matemática com o uso de tecnologias digitais, a partir de fontes documentais digitais,
mais especificamente do YouTube; 3) problematizar o uso de tecnologias digitais na
Educação Básica como recursos didáticos no ensino de matemática com destaque para
integração de atividades ramificadas; 4) apresentar um produto tecnológico de
aplicabilidade educacional com propostas de atividades gamificadas para o ensino de
matemática no Ensino Fundamental. Os aportes teórico metodológicos consideram
sobretudo as contribuições de: Bauer; Gaskell e Allum (2003) sobre análise de
conteúdo clássica; Moser e Martins (2021) com a noção de transformação digital; Piva
Junior (2013) com a noção de desmistificação tecnológica; Huizinga (2014) com o
conceito de jogo; Fadel et al (2014) com o conceito de Gamificação; Kopfler, Osterweil
e Salen (2019), sobre o uso de jogos na Educação, e ainda, de Borba; Silva e
Gadanidis (2015) sobre a utilização de tecnologias no ensino de matemática. Os
resultados indicam que as atividades com gamificação e jogos, quando criteriosamente
planejadas, favorecem o estreitamento do mundo real com o mundo virtual e podem
ser uma ferramenta alternativa no processo de desenvolvimento do aluno para
colaborar com o professor no ensino de Matemática como estratégia pedagógica.
Considera-se que os recursos tecnológicos e atividades propostas no guia poderão ser
utilizadas de forma disciplinar, interdisciplinar e transdisciplinar, bem como serem
realizadas de forma individual ou em grupo, com autonomia, protagonismo,
envolvimento, criatividade e planejamento.
This bibliographical and documental study addressed the use of digital tools and more specifically the integration of gamification activities and games as a pedagogical tool to collaborate in the teaching of Mathematics in Elementary School. The problem posed as a starting point questioned to what extent gamified activities, presented to teachers as pedagogical material, can contribute to the process of teaching and learning Mathematics in Elementary School? In line with this problem, the general objective was to analyze the practices of Mathematics teachers in Elementary School and their integration with gamified activities. Concomitantly, as it is a study conducted within the scope of the professional master’s degree in education and New Technologies, open proposals of gamified activities were prepared to be used as a pedagogical resource in the teaching of mathematics, which aims to contribute to the construction of knowledge in a creative way. The specific objectives sought: 1) to carry out a literature review regarding the theme of digital technologies and active methodologies in elementary education; 2) analyze teachers' discourses and practices on mathematics teaching using digital technologies, based on digital documentary sources, more specifically YouTube; 3) problematize the use of digital technologies in Basic Education as didactic resources in the teaching of mathematics, with emphasis on the integration of branched activities; 4) to present a technological product of educational applicability with proposals for gamified activities for teaching mathematics in Elementary School. The methodological theoretical contributions consider mainly the contributions of: Bauer; Gaskell and Allum (2003) on classical content analysis; Moser and Martins (2021) with the notion of digital transformation; Piva Junior (2013) with the notion of technological demystification; Huizinga (2014) with the game concept; Fadel et al (2014) with the concept of Gamification; Kopfler, Osterweil and Salen (2019), on the use of games in Education, and also by Borba; Silva and Gadanidis (2015) on the use of technologies in mathematics teaching. The results indicate that activities with gamification and games, when carefully planned, favor the narrowing of the real world with the virtual world and can be an alternative tool in the student's development process to collaborate with the teacher in teaching Mathematics as a pedagogical strategy. It is considered that the technological resources and activities proposed in the guide can be used in a disciplinary, interdisciplinary, and transdisciplinary way, as well as being conducted individually or in groups, with autonomy, protagonism, involvement, creativity, and planning.
This bibliographical and documental study addressed the use of digital tools and more specifically the integration of gamification activities and games as a pedagogical tool to collaborate in the teaching of Mathematics in Elementary School. The problem posed as a starting point questioned to what extent gamified activities, presented to teachers as pedagogical material, can contribute to the process of teaching and learning Mathematics in Elementary School? In line with this problem, the general objective was to analyze the practices of Mathematics teachers in Elementary School and their integration with gamified activities. Concomitantly, as it is a study conducted within the scope of the professional master’s degree in education and New Technologies, open proposals of gamified activities were prepared to be used as a pedagogical resource in the teaching of mathematics, which aims to contribute to the construction of knowledge in a creative way. The specific objectives sought: 1) to carry out a literature review regarding the theme of digital technologies and active methodologies in elementary education; 2) analyze teachers' discourses and practices on mathematics teaching using digital technologies, based on digital documentary sources, more specifically YouTube; 3) problematize the use of digital technologies in Basic Education as didactic resources in the teaching of mathematics, with emphasis on the integration of branched activities; 4) to present a technological product of educational applicability with proposals for gamified activities for teaching mathematics in Elementary School. The methodological theoretical contributions consider mainly the contributions of: Bauer; Gaskell and Allum (2003) on classical content analysis; Moser and Martins (2021) with the notion of digital transformation; Piva Junior (2013) with the notion of technological demystification; Huizinga (2014) with the game concept; Fadel et al (2014) with the concept of Gamification; Kopfler, Osterweil and Salen (2019), on the use of games in Education, and also by Borba; Silva and Gadanidis (2015) on the use of technologies in mathematics teaching. The results indicate that activities with gamification and games, when carefully planned, favor the narrowing of the real world with the virtual world and can be an alternative tool in the student's development process to collaborate with the teacher in teaching Mathematics as a pedagogical strategy. It is considered that the technological resources and activities proposed in the guide can be used in a disciplinary, interdisciplinary, and transdisciplinary way, as well as being conducted individually or in groups, with autonomy, protagonism, involvement, creativity, and planning.
Palavras-chave
Tecnologias digitais, Ensino de Matemática, Ensino Fundamental, Gamificação
