Navegando por Assunto "Educational games"
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Item Acesso aberto (Open Access) Baiuka: jogos de lendas amazônicas para avaliação de inteligências múltiplas(Universidade Federal do Pará, 2009-09-18) COSTA, Danielle Fonseca; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542BAIUKA is an educational game aimed to wake up ecological consciousness based on Amazonian legends. This study aimed to build an educational game for kids, based on Multiple Intelligences, facing the Amazonian culture, automatically generating ratings from independent agents, based on the behavior of the player, and helping the teacher in the classroom. The game aimed to provide a specific tool of learning motivation from the use of educational games on the web, and develop a model to evaluate educational games. The methodological way had as its analysis basis the qualitative methodology and involved, beyond bibliographic and documentary research, a field research at Ipiranga´s School, applying a checklist for Portuguese Language teachers properly selected, as well as experts that, in some way, work in this reality. The research results indicate a good acceptance by teachers to provide moments of play activity for children. Unfortunately, the difficulty also noticed in creating an educational game that is interesting to the young, combining teaching methods with the power of computer games. However, despite this sad fact, the research points to hope that computer games can be considered the state-of-the-art for the development of environments for learning motivation. The production of this new generation of educational games requires interdisciplinary teams, creative and able to work cooperatively.Item Acesso aberto (Open Access) Decolonizando a África: o uso da tecnologia educacional para uma educação antirracista no ensino de História(Universidade Federal do Pará, 2020-09-25) CARDIN, Hortência Keize Araújo; DIAS JÚNIOR, José do Espírito Santo; http://lattes.cnpq.br/7994103518602397The Teaching of History was directly affected by the sanction of Law nº 10.639 / 2003 which makes the theme of “Afro-Brazilian History and Culture” mandatory in the official curriculum of the Teaching Network, the Teaching of History along its trajectory was guided by a curriculum based on a Eurocentric world view, which resulted in the reproduction of stereotypes about the African continent and its descendants, thus, the objective of this research is to show the importance of teaching history from a decolonial perspective and that can contribute significantly to the formation of an anti-racist historical conscience. The research was carried out with 6th grade students and based on the data obtained, new practices and approaches were proposed for the Teaching of African History, which culminated in the final product of this dissertation in the context of the Postgraduate Program in Teaching History ( PROFHISTÓRIA) with the production of an Educational Technology, materialized through a board game called "Decolonizing Ancient Africa" that presents the diversity of Africa and Afro-Brazilian culture, thus contributing for the educational system to become more and more more focused on the education of ethnic-racial relations from an anti-racist education.Item Acesso aberto (Open Access) Em busca do doador perdido: um jogo educativo como ferramenta de conscientização e informação sobre doação de sangue(Universidade Federal do Pará, 2013-05-24) PONTES, Paulo André Ignácio; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542Faced with difficulties in raising blood bags by blood centers various means are used to sensitize donors and keep stocked blood banks. This work presents the "partial simulation" of this reality through an electronic educational game that aims to inform and educate about the importance of donation. It is a mechanism to clarify questions and demystifying common beliefs disseminated by the lack of knowledge that hinder the blood raising. With the aim of informing the player, not just entertaining him, "In search of lost donor" is the presentation of a common theme in creative format, motivating and social impact. The simulation gives the player the experience on difficulties of finding donors and awakens the same knowledge about basic issues of the donation process. From two experiments with potential donors we validated the proposal of the game, as a way to educate players about the importance of donation.Item Acesso aberto (Open Access) Ensino de ciências ambientais: desenvolvendo um recurso pedagógico a partir do tema gerador água(Universidade Federal do Pará, 2020-02-19) MENDES, Milene Pereira; SILVA, Cleber Silva e; http://lattes.cnpq.br/7673237583688618; https://orcid.org/0000-0001-7086-8751This study aimed to develop a methodological proposal based on the generative theme "water" and from it build a pedagogical resource in order to promote learning, generate reflections and stimulate the critical sense of students about environmental issues. In this sense, the work that is outlined as a case study and has a quali-quantitative approach was developed in a school from the private school network. The research subjects were 17 basic education teachers and 150 students divided into experimental and control classes. The technique for collecting data applied to teachers and students used the questionnaire as a research tool. Besides the questionnaires, two observation boards were used. Based on the results obtained, it was possible to verify that although in the conception of all teachers the approach to water is relevant, not all feel prepared to do it. It was also found that although most consider the use of games as a pedagogical resource to be relevant, not all make use of them in their classes; the use of games being observed during the survey by only 20% of the teachers. About the students, the study showed that educational proposals based on the generative theme "water" are able to facilitate and contribute to learning. The results, however, were significantly more expressive in the classes where the game was applied. It is thus shown that educational games are relevant in basic education because they are able to enhance learning and contribute significantly when included in educational practices. From the application of the educational product, it is also shown that the game was able to stimulate, fundamentally, the participation and arouse the interest of the groups of students involved.Item Acesso aberto (Open Access) Game Marabá: projeto, implementação e avaliação de um jogo educativo para auxílio no ensino de estudos amazônicos(Universidade Federal do Pará, 2017-01-20) TEIXEIRA, Rangel Filho; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907For the process of teaching and learning to be successful, a high degree of motivation in order to have an intense involvement by the students is required. With graphics that simulate reality, games for education are usually a dynamic, interactive and fun way to stream content to those who play regardless of age, where can further develop cognitive, social, emotional and cultural skills. In this context, this paper presents an educational game developed in the third person with the historical theme of the founding of the city of Maraba-PA, and the rubber cycle, its first economic cycle. It is described as the script was built from a storyline created by the team based on the history of the event, which seeks to emphasize the playful. The game was designed to be an auxiliary tool of discipline Amazonian Studies, which is part of the curriculum of the 8th grade of elementary school in the state of Para schools; and it has been tried and evaluated by various classes of a public school, achieving very positive results.Item Acesso aberto (Open Access) Game Serra Pelada: projeto, implementação e avaliação de um jogo educativo para o ensino de geometria para alunos do 9° ano do ensino fundamental(Universidade Federal do Pará, 2017-01-20) ELIANE SOBRINHO, Maria; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907This article presents the project, implementation and evaluation of an educational game platform, whose user the geometry concepts the Math Reference Matrix 9th grade elementary school with the subject I space and form. Having as the game scenario is the mining of Serra Pelada, in the main character plot is a prospector who struggle with prospectors enemies who will try to stop you from achieving complete your goals. The game while teaching geometric concepts is fun, what distinguishes compared with the vast majority of educational mathematics games that lack of playfulness. To verify the applicability of the game as an auxiliary tool in mathematics teaching, tests were performed with students from 9th grade of elementary school in a public school in the city of Maraba-Pa. The game was well received by students and evaluation proved that the software can be used as a tool to assist in the teaching and learning geometry.Item Acesso aberto (Open Access) Manual de estudos: jogos educacionais no ensino de inglês(Universidade Federal do Pará, 2023) DUTRA, Gabriela Maria Lima Machado; DINIZ, Marcos Monteiro; http://lattes.cnpq.br/7813719832858592; DINIZ, André Monteiro; http://lattes.cnpq.br/5064351890235151; https://orcid.org/0000-0002-4895-7421Learning a new language brings many benefits to people. By studying a second language, students develop linguistic, cognitive and social skills. However, generally, students do not actively participate in classes. In this sense, a way to encourage students' motivation, involve them in the proposed activities and help them in their learning process, presents the use of educational games in English language classes. However, this theme is not much addressed during the undergraduate course and this can cause a gap in the training of future teachers on the use of this methodological resource. With this, the present work started from the following focus question: How can a study manual complement the training of students of the Degree in Literature - Qualification in English on the use of educational games in teaching English? The work has the general objective: To elaborate a manual, with elements of in its construction, to complement the initial formation of the students of the Degree in Letters – Qualification in English at UEPA, Belém campus, about educational games. With this, the product “Learn, create and play games: educational games for teaching English” was built. The research addresses concepts about communicative language teaching, games in English language teaching and learning and the practice of educational games in the initial training of English teachers. The research methodology has a qualitative approach and the methodological route has three stages: in the first phase, a bibliographical research was carried out in digital educational platforms such as academic google, eduCAPES, Periodicals of CAPES and BDTD; in the second stage, the documental analysis of the Pedagogical Project of the Language Course – English Language took place and, finally, a questionnaire was applied to the 2nd and 3rd year students and, also, to the professors of the mentioned course. The testing and validation of the product took place at the aforementioned university and course, with 2nd and 3rd year students. During this period, it was possible to refine the contents of the created artifact and confirm usability aspects of the games, after presenting the elements and suggestions of types of games contained in the educational product. In view of this, it is believed that the product has potential in complementing the training of students of the Letters - English Language course, since knowing about the use of games in education not only prepares students for the future of education, but also enriches their training as teachers, offering them additional pedagogical tools and stimulating their creativity and innovation.