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A gamificação como recurso de aprendizagem ativa dos conteúdos de cinética química e equilíbrio químico com uma turma do 2º ano do curso técnico de nível médio integrado em alimentos do IFRN - campus Pau dos Ferros

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Gamificação-como-recurso_TCC_2023.pdf (1.941Mb)
Data
2023-12-21
Autor
Silva, Luciana Allany Dias da
http://lattes.cnpq.br/1390860412450018
Metadado
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Resumo
The teaching process today is marked by changes fostered by constant technological advancement rooted in the social context, as a result of these changes are potentiated among young people because they are involved in the digital culture. Due to the technological development, new ways of teaching methodologies that motivate the student must be used to stimulate and motivate the student. tools such as gamification prove to be an important ally to the teaching and learning process as it is capable of providing differentiated, motivated and engaged experiences in the classroom. The present research aims to develop, in the teaching of Chemistry, a didactic sequence based on the use of gamification as an active learning resource, aiming to analyze the influence of games in the teaching and learning of Chemistry, a discipline with contents considered abstract and difficult to understand. The application of this research took place through the contents of Chemical Kinetics and Chemical Equilibrium. For the insertion of the mechanics and dynamics of games in the classroom, platforms such as Mintimiter, Kahoot, Nearpod and Classcraft were used, with the aim of motivating students to learn Chemistry teaching in a contextualized, fun and dynamic way. The research was carried out with students of the second year of integrated high school of the morning shift Food course at the Federal Institute of Education, Sciences and Technology of Rio Grande do Norte, Campus Pau dos Ferros (IFRN), a class totaling about thirty-six students. Data collection and analysis followed a mixed quali-quantitative approach.Through the development of the research, it was observed that the application of characteristic elements of the games in the classroom is of important relevance, since the students, in addition to assimilating the contents, participate as active subjects in the construction of knowledge and cognitive development.
URI
http://memoria.ifrn.edu.br/handle/1044/2963
Coleções
  • Licenciatura em Química
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