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Advisor(s)
Abstract(s)
Este estudo tem como objetivo principal conhecer, analisar e refletir sobre as conceções e
as práticas de sala de aula, relativamente à importância dos jogos como ferramenta
motivadora para a aprendizagem de novos conteúdos.
Numa primeira parte deste documento, é feita uma abordagem teórica sobre as questões
que levaram à realização deste projeto.
Numa segunda parte apresenta-se o estudo empírico que inclui a recolha do testemunho de
alunos que realizaram as atividades propostas, bem como as suas expetativas acerca do uso
do jogo na sala de aula.
Foi utilizado o processo metodológico de investigação – ação. A recolha de dados baseouse
em: observação direta, narrativa descritiva de toda a aula baseada nas Narrações
Multimodais; questionário de resposta aberta e registos fotográficos, sobre os quais
faremos uma análise qualitativa.
Nas partes seguintes deste documento apresenta-se a análise de dades, que foi de natureza
qualitativa, as conclusões e as limitações.
This study aims to know, analyze and reflect on the conceptions and classroom practices, on the importance of games as a motivating tool for learning new contents. In the first part of this document it's made a theoretical approach on the issues that led to the realization of this project. The second part presents the empirical study that includes collecting the testimony of students who carried out the proposed activities, as well as their expectations about the game used in the classroom. It was used the methodological process of research - action. Data collection was based on: direct observation, descriptive narrative of the entire class based on narrations Multimodal; open-ended questionnaire and photographic records, on which we will make a qualitative analysis. In the following parts of this document it's presented the analysis of activities, which was qualitative in nature, the findings and the limitations.
This study aims to know, analyze and reflect on the conceptions and classroom practices, on the importance of games as a motivating tool for learning new contents. In the first part of this document it's made a theoretical approach on the issues that led to the realization of this project. The second part presents the empirical study that includes collecting the testimony of students who carried out the proposed activities, as well as their expectations about the game used in the classroom. It was used the methodological process of research - action. Data collection was based on: direct observation, descriptive narrative of the entire class based on narrations Multimodal; open-ended questionnaire and photographic records, on which we will make a qualitative analysis. In the following parts of this document it's presented the analysis of activities, which was qualitative in nature, the findings and the limitations.
Description
Keywords
Ensino Ciências da natureza Jogo e motivação Education Natural sciences Game and motivation
Citation
Publisher
Instituto Politécnico do Porto. Escola Superior de Educação