O uso dos jogos eletrônicos como ferramenta para a aprendizagem de crianças de 6 a 10 anos

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Data

2022-09-13

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Universidade Federal de Goiás

Resumo

Understanding electronic games as structured activities that involve rules and fun, often linking the learning acquired in a school environment to the learning process immersed in games, establishing the possibility of intermediating and helping the learning process, is the theme of this work of course completion. The present study took as a reference the audience of children from 6 to 10 years old, proposing to investigate the use of electronic games as a facilitating strategy for the teaching and learning process. Specifically, it attempted to analyze the use, investigate teaching/pedagogical practices and, also, infer about the interest and motivation of children through electronic games. Through the discussion between playfulness and technology, it was intended to reflect on the following question: being a form of specific knowledge, games as a pedagogical tool, do they interfere positively or negatively in the learning processes of children from 06 to 10 years old? Thus, a bibliographic research was used. Therefore, the discussions were based on documentary research, analyzing works and authors that guide game/learning theories. From this context, the research showed an acceptance of electronic games and reinforced their potential for the acquisition of learning. The reflection presented here aims to contribute to discussions related to the teacher and student relationship, teaching learning and the reflexes through technological means, especially electronic games. Therefore, the biggest challenge for the teacher is to establish new action strategies in order to enable learning together with the student, being important the coherent use of technologies permeated by the most current pedagogical practices and also technological integration arising from their teacher training.

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Palavras-chave

Jogos eletrônicos, Aprendizagem, Educação, Crianças, Eletronic games, Learning, Education, Children

Citação

SANTOS, Marcelo de Freitas. O uso dos jogos eletrônicos como ferramenta para a aprendizagem de crianças de 6 a 10 anos. 2022. 46 f. Trabalho de Conclusão de Curso (Licenciatura em Pedagogia) – Faculdade de Educação, Universidade Federal de Goiás, Goiânia, 2022.