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Abstract(s)
Com este projeto pretende-se explorar a utilização do videojogo no ramo do ensino e educação, pesquisando e estudando o tema a fim de desenvolver um projeto prático, procurando facilitar a criação de novos jogos com esta finalidade.
Com a crescente utilização das novas tecnologias, principalmente por crianças cada vez mais de tenra idade, usar estas como meio educacional torna-se perfeitamente justificável, visto que os alunos do 1.º ciclo cada vez mais possuem pelo menos um dos seguintes dispositivos: tablet, smartphone ou computador, embora a sua utilização seja na sua esmagadora maioria para fins lúdicos, surge a questão: “Porque não utiliza-los também para fins didáticos?”
Após rever as várias matérias lecionadas, entendeu-se que várias destas poderiam ser gamificadas em minijogos que poderiam ser utilizados como ferramenta didática, dinâmica e alternativa aos T.P.C. (trabalhos para casa) ou a exercícios práticos realizados em suporte papel, de maneira que as crianças tivessem gosto em fazê-los, ao contrário do que se verifica atualmente no ensino tradicional no qual estes se demostram enfadonhos e nada cativantes para as crianças desta faixa etária.
Selecionou-se então uma das matérias revistas, o projeto destina às quatro operações fundamentais da matemática, matéria lecionada no primeiro ciclo, a alunos do 3.º e 4.º ano.
Procurou-se recolher material teórico relativo aos temas “gamificação”, e “videojogo educativo” a fim de entender qual o ponto de situação do trabalho científico já realizado, e onde se procurou aprender mais para desenvolver um videojogo educativo corretamente desenhado.
De seguida fez-se um estudo de mercado a fim de avaliar os produtos já existentes, e onde se procurou aprender com os erros e virtudes desses mesmos jogos.
Por último desenvolveu-se um videojogo que foi inserido numa experiência de gamificação a fim de analisar a sua influência no desempenho dos alunos nas quatro operações fundamentais da matemática.
This project intends to explore the use of videogames in the field of teaching and education, researching and studying the theme in order to develop a practical project, trying to facilitate the creation of new games for this purpose. With the increasing use of new technologies, especially by children at an age more young, using these as an educational medium becomes perfectly justifiable, primary school students have at least one of the following devices: tablet, smartphone or computer, although their use is mainly for play purposes, the question comes up: "Why do not use them for educational purposes as well?" After reviewing the various subjects taught, it was understood that several of these could be gamified in mini-games that could be used as a didactic tool, dynamic and alternative to the homework assignments or practical exercises carried out on support paper, so that the children would like to do them, unlike what currently happens in traditional teaching in which they are boring and unattractive to children in this range age. One of the subjects was selected, the project focus is the four fundamental operations of mathematics, subject taught in the primary school, to students of the 3rd and 4th class. There was a demand to collect theoretical material related to the topics "gamification" and "educational video game" in order to understand the state of the scientific work already done with the purpose of learning more to design an educational video game properly. Next, a market study was carried out to evaluate the existing products, with the objective of learning from the mistakes and virtues of these same games. Finally, a videogame was developed that was inserted into a gamification experiment in order to analyze the influence on students in the performance of the four fundamental operations in mathematics.
This project intends to explore the use of videogames in the field of teaching and education, researching and studying the theme in order to develop a practical project, trying to facilitate the creation of new games for this purpose. With the increasing use of new technologies, especially by children at an age more young, using these as an educational medium becomes perfectly justifiable, primary school students have at least one of the following devices: tablet, smartphone or computer, although their use is mainly for play purposes, the question comes up: "Why do not use them for educational purposes as well?" After reviewing the various subjects taught, it was understood that several of these could be gamified in mini-games that could be used as a didactic tool, dynamic and alternative to the homework assignments or practical exercises carried out on support paper, so that the children would like to do them, unlike what currently happens in traditional teaching in which they are boring and unattractive to children in this range age. One of the subjects was selected, the project focus is the four fundamental operations of mathematics, subject taught in the primary school, to students of the 3rd and 4th class. There was a demand to collect theoretical material related to the topics "gamification" and "educational video game" in order to understand the state of the scientific work already done with the purpose of learning more to design an educational video game properly. Next, a market study was carried out to evaluate the existing products, with the objective of learning from the mistakes and virtues of these same games. Finally, a videogame was developed that was inserted into a gamification experiment in order to analyze the influence on students in the performance of the four fundamental operations in mathematics.
Description
Keywords
Aprendizagem Crianças Educação Ensino Didático Era Digital Evolução Gamificação Jogos Sérios