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Doctoral Thesis
DOI
https://doi.org/10.11606/T.45.2017.tde-15092017-114725
Document
Author
Full name
Adalberto Bosco Castro Pereira
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2017
Supervisor
Committee
Silva, Flavio Soares Correa da (President)
Almeida, Maria Elizabeth Bianconcini Trindade Morato Pinto d
Brandao, Leonidas de Oliveira
Tori, Romero
Valente, José Armando
Title in Portuguese
Uso de jogos digitais no desenvolvimento de competências curriculares da matemática
Keywords in Portuguese
Ensino fundamental II
Jogos digitais
Matemática
Mobile learning
Abstract in Portuguese
Este doutorado investigou as contribuições dos jogos digitais no desenvolvimento de conhecimentos matemáticos previstos nas competências curriculares em uma escola estadual de tempo integral, situada em Cotia - São Paulo. As análises realizadas foram fundamentadas a partir das categorias estudadas pelo psicólogo e educador Reuven Feuerstein quanto às mudanças na estrutura cognitiva (EAM) de alunos do Ensino Fundamental II. Esta investigação foi desenvolvida com 60 alunos e três professoras de Matemática em Oficinas Curriculares denominadas Experiências Matemáticas. Em sua trajetória metodológica contou com a participação da equipe gestora, professores de Matemática, alunos do Ensino Fundamental II e Grupo Alpha de Pesquisa - FEUSP durante dois anos. A investigação, de natureza qualitativa, caracterizou-se como pesquisa-ação e contou com a imersão total do pesquisador no campo amostral. Foram adotados técnicas e procedimento de pesquisa triangulados como a observação participante, entrevistas semiestruturadas, entrevistas informais, grupos focais, gravação de áudio e vídeos, fotos, diários de campo, atividades com os jogos digitais, um ambiente virtual (Moodle) e a combinação de duas redes sociais, FaceBook e WhatsApp. Os resultados apontaram que: i) o contexto escolar representa espaço privilegiado de sistematização e compreensão do complexo registro notacional da Matemática com a mediação dos jogos digitais; ii) o ensino da Matemática por meio de jogos digitais conferem sentido e significado às aprendizagens dos alunos; iii) os jogos digitais conferem ao desenvolvimento de competências e habilidades cognitivas com flexibilidade, autonomia, transcendência e construção de significados que são alguns critérios de mediação apontados por Feuerstein; iv) os jogos digitais favorecem a compreensão de conteúdos matemáticos de forma colaborativa e lúdica; v) os professores de Matemática necessitam de formação permanente que possa ampliar as transformações pedagógicas inovadoras de novos modos de aprender e de ensinar; vi) as abordagens pedagógicas podem se beneficiar de perspectivas contemporâneas como mobile-learning, Flipped-classroom e Bring Your Own Device como formas de reduzir os desafios e dificuldades das escolas públicas (políticas educacionais, infraestrutura, formação docente).
Title in English
Use of digital games to develop mathematical curricular competencies
Keywords in English
Digital games
K-12
Mathematics
Mobile learning
Abstract in English
This thesis investigated the contributions of digital games in the development of mathematical knowledge foreseen in curricular competencies in a full-time state school located in Cotia - São Paulo. The analysis was based on the categories studied by the psychologist and educator Reuven Feuerstein regarding the Structural Cognitive Modifiability (SCM) of K-12 school. This research was developed with 60 students and three teachers of Mathematics in Curricular Workshops denominated Mathematical Experiences. The methodological approach has included with the participation of the management team, teachers of Mathematics, K-12 and Alpha Research Group of FE-USP for two years. The research approach was qualitative using action research in which the researcher was totally immersed in the field. Procedures and techniques were adopted in order to ensure triangulation with the observation of participants, semi-structured interviews, formal interviews, focus groups, recording of audio and video, photos, field diaries, digital games activities, a virtual learning environment (Moodle) and the combination of two social networks: FaceBook and WhatsApp. The results indicated that: i) the school context represented a privileged space for systematization and comprehension of the complex Notational register of Mathematics with the mediation of digital games; ii) teaching of mathematics through digital games resulting in a meaningful learning process to students; iii) Digital games enabled the development of cognitive skills and abilities with flexibility, autonomy, transcendence, and meaning, which are some mediation criteria pointed out by Feuerstein; iv) digital games facilitated the understanding of mathematical content in a collaborative and playful way; v) Teachers needed ongoing training that can enhance the innovative pedagogical transformations of new ways of learning and teaching; vi) Teaching approaches can benefit from contemporary perspectives such as mobile-learning, Flipped-classroom and Bring Your Own Device, the ways of reducing the challenges and difficulties of public schools(educational policies, infrastructure, and teacher training).
 
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teseNovaFinal.pdf (23.67 Mbytes)
Publishing Date
2017-09-19
 
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