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Abstract(s)
O presente projeto de investigação procura compreender de que forma é que a prática de atividades lúdicas, com base nas tecnologias de Informação e Comunicação, contribui para a aquisição e consolidação das aprendizagens realizadas ao nível do 1oCiclo do Ensino Básico.
Estas atividades consistem em jogos, quizzes, vídeos interativos ou outras atividades que possam ser realizadas a partir da utilização de um computador/tablet.
As intervenções tiveram como objetivo a exploração de vários recursos e aplicações da internet, e a proposta de várias tarefas que, partindo dos mesmos, recorressem a atividades lúdicas e jogos como forma de introduzir ou consolidar a matéria, para que posteriormente pudesse ser feita uma avaliação desta metodologia utilizada como estratégia de ensino, de modo a perceber qual a influência destas estratégias na motivação, interesse e produtividade das crianças.
Foi neste âmbito que, como ponto de partida para a concretização deste projeto, foi criada a seguinte questão problema: “De que modo a utilização de atividades lúdicas, com base nas TIC, contribui para as aprendizagens dos alunos ao nível do 1.o Ciclo?”
O método utilizado para a realização deste projeto traduziu-se numa abordagem de investigação sobre a prática. Relativamente às técnicas de recolha de dados, foi utilizada a observação participante, a pesquisa documental, o inquérito por questionário e a entrevista semiestruturada. No que toca aos processos de análise de dados, recorri a uma análise de conteúdos.
Os dados analisados permitem dizer que, os jogos e as atividades lúdicas propostas aos alunos no âmbito da utilização das TIC proporcionam uma aprendizagem interdisciplinar e contribuem para uma maior motivação e participação por parte dos alunos no que toca ao processo de aprendizagem. Verificou-se, também, melhores resultados escolares face à utilização de métodos de ensino mais tradicionais e teóricos.
This research project seeks to understand how the practice of recreational activities, based on Information and Communication technologies, contributes to the acquisition and consolidation of learning carried out at the level of the first cycle of Basic Education. These activities consist in games, quizzes, interactive videos or other things that can be performed using a computer/tablet. The interventions aimed to explore various resources and internet applications, and to propose several tasks that, based on them, used recreational activities and games as a way to introduce/consolidate the classroom learnings. After that, an assessment should be made to assess the effect of this methodology, used as a teaching strategy, just like the use of “Gaming” as a classroom dynamic, in order to understand the influence of these strategies on the motivation, interest and productivity of children. In this context, as a starting point for the realization of this project, the following problem question was created: “How the use of recreational activities, based on ICT (Information and Comunication Technologies), contributes to the learning of students at the first Cycle level ?” The method used to carry out this project consisted into a research approach to practice. Regarding data collection techniques, participant observation, document research, questionnaire survey and semi-structured interview were used. With regard to data analysis processes, I resorted to content analysis. The data analyzed allows us to say that the games and recreational activities proposed to students within the scope of the use of ICT provide interdisciplinary learning and contribute to greater motivation and participation on the part of students in the learning process. There were also better school results compared to the use of more traditional and theoretical teaching methods.
This research project seeks to understand how the practice of recreational activities, based on Information and Communication technologies, contributes to the acquisition and consolidation of learning carried out at the level of the first cycle of Basic Education. These activities consist in games, quizzes, interactive videos or other things that can be performed using a computer/tablet. The interventions aimed to explore various resources and internet applications, and to propose several tasks that, based on them, used recreational activities and games as a way to introduce/consolidate the classroom learnings. After that, an assessment should be made to assess the effect of this methodology, used as a teaching strategy, just like the use of “Gaming” as a classroom dynamic, in order to understand the influence of these strategies on the motivation, interest and productivity of children. In this context, as a starting point for the realization of this project, the following problem question was created: “How the use of recreational activities, based on ICT (Information and Comunication Technologies), contributes to the learning of students at the first Cycle level ?” The method used to carry out this project consisted into a research approach to practice. Regarding data collection techniques, participant observation, document research, questionnaire survey and semi-structured interview were used. With regard to data analysis processes, I resorted to content analysis. The data analyzed allows us to say that the games and recreational activities proposed to students within the scope of the use of ICT provide interdisciplinary learning and contribute to greater motivation and participation on the part of students in the learning process. There were also better school results compared to the use of more traditional and theoretical teaching methods.
Description
Keywords
TIC Atividades lúdicas Jogo Estratégia de ensino Método de ensino e aprendizagem ICT Recreational activities Game Teaching strategy Teaching and learning method