Rafaella Marinho Braga, Kathleen de Souza Campos, N. Alves, Vinícius Munhoz Fraga
{"title":"ALCHEMIST: UMA PROPOSTA DE JOGO DIGITAL PARA O ENSINO DE QUÍMICA QUE PROPORCIONE UMA APRENDIZAGEM SIGNIFICATIVA","authors":"Rafaella Marinho Braga, Kathleen de Souza Campos, N. Alves, Vinícius Munhoz Fraga","doi":"10.22533/AT.ED.33419140823","DOIUrl":null,"url":null,"abstract":"The new digital technologies (Tecnologias Digitais TD) are one of the main responsible factors for the creation of a population that is more connected to the \"cyber-world\". Together with the learning process, the use of TDs becomes a motivational agent for the generation in the school benches. The school, which is generally discouraging, compels students to be uninterested, so there is a need for teachers to understand their role in current education. With a new attitude, based on the Vygotskian conception, the \"holder of knowledge\" teacher becomes a mediator while the student is the protagonist of the learning. The preparation to the use of these TDs is essential to those who want to be tutor and mediator in this teaching model, as well as the adaptation to the way the new generation of students handles information. Games have always been present and influenced people's lives. Their use varies according to the time, the thoughts of the civilizations and their history, and expanded inside classrooms because of their educational character for the development of citizens. They are promoters of teaching, as stimulate the construction of knowledge and help the students grow. This game is close to the social reality of the High School students of the state schools. Its questions follow the minimum curriculum, and there is one phase per series and one new level every two months. Students advance by answering questions and demonstrating their acquired knowledge while playing, without the pressure of evaluation. In this way, the game rebounds traditional teaching, which is considered tiresome and disjointed.","PeriodicalId":355746,"journal":{"name":"A Interlocução de Saberes na Formação Docente 2","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"A Interlocução de Saberes na Formação Docente 2","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22533/AT.ED.33419140823","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The new digital technologies (Tecnologias Digitais TD) are one of the main responsible factors for the creation of a population that is more connected to the "cyber-world". Together with the learning process, the use of TDs becomes a motivational agent for the generation in the school benches. The school, which is generally discouraging, compels students to be uninterested, so there is a need for teachers to understand their role in current education. With a new attitude, based on the Vygotskian conception, the "holder of knowledge" teacher becomes a mediator while the student is the protagonist of the learning. The preparation to the use of these TDs is essential to those who want to be tutor and mediator in this teaching model, as well as the adaptation to the way the new generation of students handles information. Games have always been present and influenced people's lives. Their use varies according to the time, the thoughts of the civilizations and their history, and expanded inside classrooms because of their educational character for the development of citizens. They are promoters of teaching, as stimulate the construction of knowledge and help the students grow. This game is close to the social reality of the High School students of the state schools. Its questions follow the minimum curriculum, and there is one phase per series and one new level every two months. Students advance by answering questions and demonstrating their acquired knowledge while playing, without the pressure of evaluation. In this way, the game rebounds traditional teaching, which is considered tiresome and disjointed.