Uso de jogos educacionais no ensino transdisciplinar de temas ambientais: estudo de caso com a plataforma scratch

Resumo

The investigation of computational thinking, gamification and application of a didactic sequence as part of the assumption of this research contributed to the development of computational games as the final product of the dissertation. The game was developed in the Scratch platform by students of the Technical Course in Computer Science - subsequent and with the participation of three teachers from other areas of the IFAM campus Boca do Acre, this research proposed to identify how the didactic sequence based on active methodologies can influence the teaching of programming in context with the BNCC the 17 Sustainable Development Goals (SDGs). Given the above, the game was derived from a pedagogical practice, through dialogue with the teaching of Environmental Sciences. We chose a qualitative research approach, exploratory purpose, and action research procedure. The activities were applied in an active and gamified way, through problem solving. The results were analyzed qualitatively, analyzing content and documents, which indicated relevant points for contextualizing a scenario that collaborated in the application of the PC process (decomposition, abstraction, and patterns) that facilitated the learning of programming logic, with the help of the Scratch platform. At the end of the research, a didactic guide was created that allows teachers unfamiliar with programming to produce digital artifacts that contribute to transdisciplinary teaching.

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AGUIAR, Edson Rodrigues de. Uso de jogos educacionais no ensino transdisciplinar de temas ambientais: estudo de caso com a plataforma scratch. 2022. 87 f. Dissertação (Mestrado em Rede Nacional para o Ensino das Ciências Ambientais) - Universidade Federal do Amazonas, Tefé-AM, 2022.

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