Banca de DEFESA: ANDERSON ANTONIO DA SILVA

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
STUDENT : ANDERSON ANTONIO DA SILVA
DATE: 26/08/2022
TIME: 09:00
LOCAL: Sala Virtual do Google meet: https://meet.google.com/mcv-rksg-mfy
TITLE:

TABUANDO: DEVELOPMENT OF DIGITAL GAME FOR ASSISTANCE IN THE LEARNING OF BASIC ARITHMETIC

KEY WORDS:

Basic Education. Gamification. Multiplication Table. Educational Games.


PAGES: 73
BIG AREA: Ciências Exatas e da Terra
AREA: Matemática
SUMMARY:

Mathematics learning can be developed using several different methodologies. Playfulness
is an increasingly important concept in the student’s learning process, including
in mathematics. After observations in the classroom, it was noticeable that
one of the difficulties in learning mathematics is due to the non-absorption of basic
knowledge, such as basic arithmetic. One of the ways to develop the learning of
basic arithmetic is through repetition and this is often applied through the multiplication
table, but the traditional teaching methodology is not at all attractive to
students, especially in the digital world we live in, which may not be efficient for all
students. Thus, one way to approach teaching through repetition is to implement
playfulness in the process. The gamification strategy, contained in games in general,
is one of several forms of playfulness and is well received by most students. In this
work, a digital game capable of assisting in the process of learning basic arithmetic
was developed. The game was developed using the Unity 3D platform. This game
addresses the methodology of learning by repetition, to, in a playful way, establish
basic knowledge in the development of learning in mathematics. This work presents
the traditional teaching methodology and the practice of repetition and memorization
as part of the student’s teaching and learning process. In addition to showing
the concepts of gamification, what digital and educational games are, the importance
of arithmetic for learning mathematics and the use of multiplication tables as
an indispensable tool in the construction of knowledge. The characteristics of the
game will be presented, how the game was designed and which methodologies and
pedagogical techniques are being addressed in the use of the application. A strategy
for applying the application will also be suggested and, finally, an overview of the
information presented in the work and the expected results in the implementation
of the product created as the object of study presented in this work will be made, in
addition to future improvements and implementations noted in the course of building
the product. After development, the application was published on the "Play
Store" for the appreciation of all users of the Android operating system, where it
is expected that it will be well accepted, especially by the student community, and
can truly contribute to the construction of knowledge base, needed in mathematics.
This information may be observed in future research


BANKING MEMBERS:
Presidente - 1241552 - FRANCISCO DE ASSIS BENJAMIM FILHO
Interno - 1103207 - FRANCISCO PEREIRA CHAVES
Externo à Instituição - JOÃO FRANCISCO DA SILVA FILHO - UNILAB
Externo ao Programa - 1570709 - RAFAEL PERAZZO BARBOSA MOTA
Notícia cadastrada em: 12/08/2022 07:23
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