BRAIN STUDANTS: GAMES AND VIRTUAL AND MIXED REALITY AS AN ACTIVE METHODOLOGY IN SCIENCE TEACHING FOR STUDENTS OF THE 6th YEAR OF FUNDAMENTAL EDUCATION IN ARAGUATINS, TO
Keywords:
Education, Collaborative teaching, Innovation, Technological practicesAbstract
This article deals with the influences of Virtual Realities (VR) and Mixed Techniques (MR) technological practices in the educational process of 6th grade students and their interdisciplinarity. Seeking to clarify the performance of digital games, this work aims to use games as a model to create a differentiated practice focused on the improvement of student learning. Using a quantitative and exploratory research, an evaluation of knowledge was applied to the students, verified the lowest index of knowledge and understanding of what was worked in class previously, set up a workshop to train the technological tools, finalizing with Games Tournament. Comparing the traditional evaluative method with the technological evaluation, there was an incomparable level of curiosity, creativity and interest. In the technological evaluation, the students presented mastery of the content, with a 35.3% greater number of correct answers when compared to the traditional evaluation model. This research contrasts the negative view about the use of games and the dichotomy that digital devices do not contribute as a teaching tool; raising their potential development in cognitive skills during learning. Thus, the primordiality of the preparation of the educators for the use of these apparatuses, also its introduction the other available tools. For this, it is necessary that there be institutional, social and mainly governmental support with investments in structure and qualification of the same so that it is possible to enjoy a quality education with students engaged and active in the social environment to which they belong.
Downloads
References
ALBUQUERQUE, R.; FIALHO, F. Concepção de jogos eletrônicos educativos: Proposta de processo baseado em dilemas. 2009. Rio de Janeiro (RJ). Disponível em: <http://www.sbgames.org/papers/sbgames09/artanddesign/60398.pdf>, Acesso em: 21 de abril de 2018.
CICHELERO. F. Um Serious Games para apoio a Pré-Alfabetização. 2014. Universidade de Caxias do Sul. Caxias do Sul. Disponível em: < https://repositorio.ucs.br/xmlui/bitstream/handle/11338/1366/TCC%20Flavio%20Cichelero.pdf?sequence=1&isAllowed=y> Acesso em: 21 de abril de 2018.
FELÍCIO, L.; MORAIS S. A Influência das novas Tecnologias nos aspectos psicomotores no Ensino Fundamental I. 2017. UnilaSalle, v. 9, n18. Niterói. Disponível em: <https://revistas.unilasalle.edu.br/index.php/conhecimento_diversidade/article/view/4098/pdf>, Acesso em 21 de abril de 2018.
KINER, C; KINER, T. Evolução e Tendências da Realidade Virtual e da Realidade Aumentada. Sociedade Brasileira de Computação – SBC. XIII Symposium on Virtual and Augmented Reality. Uberlândia, MG. 2011.
Miranda, M. ,et al. As Tecnologias nas Práticas de Ensino-Apredizagem: Jovens Colaboradores. Instituto Federal do Tocantins. Araguatins, TO. 2017. Disponível em: < https://drive.google.com/file/d/1EejBsdzkEoTXHx97zRe91paVhSO98ZDX/view> Acesso em: 21 de abril de 2018.
MORAN, J. Mudando a educação com metodologias ativas. 2015. Coleção Mídias Contemporâneas. Convergências Midiáticas, Educação e Cidadania: aproximações jovens. Vol. II. São Paulo. Disponível em: < http://www2.eca.usp.br/moran/wp-content/uploads/2013/12/mudando_moran.pdf > Acesso em: 23 de abril de 2018.
RIBEIRO, F. Jogos e Modelagem na Educação Matemática. 2008, ed. 20. Curitiba. Disponível em: <https://books.google.com.br/books?id=vCAWYYnnxE8C&printsec=frontcover&dq=Jogos+e+Modelagem+na+Educa%C3%A7%C3%A3o+Matem%C3%A1tica&hl=pt-BR&sa=X&ved=0ahUKEwiJ_bLCldTaAhXKDpAKHVdYAE0Q6AEIKDAA#v=onepage&q=Jogos%20e%20Modelagem%20na%20Educa%C3%A7%C3%A3o%20Matem%C3%A1tica&f=false> Acesso em: 23 de abril de 2018.
WUNSCH, L.; RICHTER, A.; MACHADO, M. Realidade Virtual: Apoio para a prática contextualizada e interdisciplinar na Educação Básica. EDUCERE, ed, 6. Curitiba, PR. 2017. Disponível em: <http://educere.bruc.com.br/arquivo/pdf2017/24758_13541.pdf> Acesso em: 01 de maio de 2018.

Downloads
Published
Conference Proceedings Volume
Section
License
Copyright (c) 2019 Mateus Miranda, Maristela Tavares Gonçalves (Autor)

This work is licensed under a Creative Commons Attribution 4.0 International License.