Contextos lúdicos analógico-digitais : estudo comparativo na prática de ensino supervisionada no 1.º CEB
Type
article
Creator
Publisher
Identifier
GIL, Henrique ; PARAÍSO, Diana (2019) - Contextos lúdicos analógico-digitais: estudo comparativo na prática de ensino supervisionada no 1.º CEB. In Conferência Ibérica de Inovação na Educação com TIC, 5, Bragança, 7-8 fevereiro - ieTIC2019 : atas. Bragança : Instituto Politécnico. p.165-176.
978-972-745-250-7
Title
Contextos lúdicos analógico-digitais : estudo comparativo na prática de ensino supervisionada no 1.º CEB
Analog-digital playful contexts : comparative study in the supervised teaching practice in the 1st CEB
Analog-digital playful contexts : comparative study in the supervised teaching practice in the 1st CEB
Subject
1.º CEB
Contextos lúdicos
Jogos analógicos
Jogos digitais
Prática de Ensino Supervisionada
1st CEB
Play contexts
Analog games
Digital games
Supervised Teaching Practice
Contextos lúdicos
Jogos analógicos
Jogos digitais
Prática de Ensino Supervisionada
1st CEB
Play contexts
Analog games
Digital games
Supervised Teaching Practice
Date
2019-09-03T13:14:30Z
2019-09-03T13:14:30Z
2019
2019-09-03T13:14:30Z
2019
Description
O objetivo da investigação foi o de avaliar se a inclusão de um contexto lúdico poderia promover uma maior motivação e melhores aprendizagens dos alunos se utilizassem, em termos comparativos, jogos digitais ou jogos analógicos. A investigação foi de caráter qualitativo no seio de uma investigação-ação e de um estudo comparativo. Em todas as sessões a motivação foi por demais evidente, os alunos aderiram aos jogos e ‘brincando foram aprendendo’ mas o suporte digital foi aquele que foi mais requerido e pretendido pelos alunos e foi aquele onde surgiu mais interação, mais entreajuda e mais colaboração. E, ao jogar, aprendem ainda mais, pelo que se conclui que a inclusão de jogos digitais, com um enquadramento pedagógico, deve ser uma prioridade, porque vai ao encontro dos gostos dos alunos e porque lhes confere uma exposição às tecnologias/recursos digitais
The aim of the research was to evaluate if the inclusion of a playful context could promote a greater motivation and better learnings of the students if they used, in comparative terms, digital games or analog games. The research was qualitative in an action research and a comparative study. In all sessions the motivation was evident, the students joined the games and 'joking were learning' but the digital support was the one that was most requested and wanted by the students and was the one where more interaction, more mutual help and more collaboration. And in playing, they learn even more, so it is concluded that the inclusion of digital games, with a pedagogical framework, should be a priority because it meets the tastes of students and because it gives them exposure to digital technologies / resources.
info:eu-repo/semantics/publishedVersion
The aim of the research was to evaluate if the inclusion of a playful context could promote a greater motivation and better learnings of the students if they used, in comparative terms, digital games or analog games. The research was qualitative in an action research and a comparative study. In all sessions the motivation was evident, the students joined the games and 'joking were learning' but the digital support was the one that was most requested and wanted by the students and was the one where more interaction, more mutual help and more collaboration. And in playing, they learn even more, so it is concluded that the inclusion of digital games, with a pedagogical framework, should be a priority because it meets the tastes of students and because it gives them exposure to digital technologies / resources.
info:eu-repo/semantics/publishedVersion
Access restrictions
openAccess
http://creativecommons.org/licenses/by-nc/4.0/
http://creativecommons.org/licenses/by-nc/4.0/
Language
por
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