Aplicação de um jogo para a inserção digital de uma turma de PROEJA do IFSC: análise sob a ótica do estudante

Authors

Abstract

ABSTRACT
The present work aims to analyze a playful dynamic proposed by using a board game for students from a class of young and adult education (EJA), at the Instituto Federal de Educação, Ciência e Tecnologia de Santa Catarina (IFSC), Campus Florianópolis. Initially, a bibliographic research was carried out focused on two subjects: a) the need to use technology in everyday life and at work, and b) the use of playful teaching methodologies. Later, a board game was created, leading to perform a set of activities on the computer. Using handouts for teaching basic computing – made by the authors – the game was applied., Two questionnaires, applied to the participants before and after the application of the game, were adopted as data production instruments, as well as the observation of the performance of activities on the computer. Data analysis was based on a qualitative approach. Analyzing the results obtained, it was clear that the dynamic proposed in this research, developed specifically for those unfamiliar with computers, can help in the teaching-learning process.

Keywords: EJA. Game. Computer Teaching.

Published

2023-07-12

Issue

Section

TEORIAS E PRÁTICAS PEDAGÓGICAS