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Advisor(s)
Abstract(s)
Este projeto teve o objetivo de levar para a comunidade acadêmica, da cidade de Senhor do Bonfim, um curso de formação para criação e adoção de estratégias de ensino/aprendizagem na sala de aula pautadas em processos dinâmicos e centradas nos alunos. Esses processos ativos, permeados do uso das tecnologias, potencializam o engajamento por parte do alunado, uma vez que as propostas dialogam com os comportamentos do cotidiano deles. O foco maior deste projeto de extensão esteve na gamificação dos conteúdos escolares. Assim, as professoras e professores participantes se apropriaram de conhecimentos técnicos sobre o universo dos jogos, tanto analógicos quanto digitais, para assim modificarem os espaços de ensino/aprendizagem de seus alunos. Além dos professores atuantes, o projeto alcançou professores em formação. Desta forma, esses futuros profissionais poderão aperfeiçoar suas práticas de ensino centrados nessas técnicas contemporâneas.
This project aimed to bring to the academic community of the city of Senhor do Bonfim a training course for the creation and adoption of teaching/learning strategies in the classroom, based on dynamic and student-centered processes. These active processes, permeated by the use of technologies, enhance student engagement, as the proposals align with their everyday behaviors. The main focus of this extension project was on the gamification of school content. Thus, the participating teachers acquired technical knowledge about the world of games, both analog and digital, in order to transform their students' teaching/learning environments. In addition to active teachers, the project also reached pre-service teachers. In this way, these future professionals will be able to refine their teaching practices centered on these contemporary techniques.
This project aimed to bring to the academic community of the city of Senhor do Bonfim a training course for the creation and adoption of teaching/learning strategies in the classroom, based on dynamic and student-centered processes. These active processes, permeated by the use of technologies, enhance student engagement, as the proposals align with their everyday behaviors. The main focus of this extension project was on the gamification of school content. Thus, the participating teachers acquired technical knowledge about the world of games, both analog and digital, in order to transform their students' teaching/learning environments. In addition to active teachers, the project also reached pre-service teachers. In this way, these future professionals will be able to refine their teaching practices centered on these contemporary techniques.
Description
Keywords
Gamificação Jogos digitais Jogos analógicos Aprendizagem Educação Gamification Digital games Analog games Learning Education
Citation
Publisher
Universidade Aberta. LE@D