Jogos digitais na educação escolar: uma ferramenta para o aprender ficar divertido
Araujo, Lázaro Nasario Pontes de
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The present work will emphasize the electronic educational game as a facility atingresource in the learning of the student softheinitial years of elementary education favoring and contributing to the development of the abilities of the student. Based on a large bibliography, some authors such as Brougére (2009), Vygotsky (1994), Piaget (1978), Friedman (1992), Greenfied (1988) and Kishimoto (1998), a mongothers, will be used. This the or etical basis will enable the dialogue between there levance that the game has in the culture of these student sand the academic theory to solve the problem in question. How can electronic games contribute to the teaching-learning process of Elementary School students? What are the situations in which the students learn / reflect when they are using the play (electronic games)? The teacher will be the effective mediator in the student's construction process as a critical agent in the social environment through electronic play in an education al environment. The objective of this study is to encourage the use of games in school everyday as a tool to know the relationship between the student and the teacher, promoting a quality teaching. In the end, we will have that the games are viable means in the teaching-learning of the student and contributor to its educational formation. The present work will emphasize the electronic educational game as a facilitate in gresource in the learning of the student soft heinitial years of elementary education favoring and contributing to the development of the abilities of the student.