scholarly journals Avaliação contínua de aprendizagem e o uso de jogos educativos no ensino de química

ForScience ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e00920
Author(s):  
Paula Cristina de Paula Caldas ◽  
Venilson Luciano Benigno Fonseca

Inúmeras são as ferramentas que o professor pode usar no processo de ensino e aprendizagem. Dentre elas, a avaliação formativa, aquela que ocorre ao longo do processo e que tem por finalidade o acompanhamento do desenvolvimento dos alunos, sendo seus resultados um guia para as futuras ações do professor. Este trabalho apresenta os benefícios e as dificuldades da aplicação do Kahoot! Quiz como um modelo de avaliação formativa. Por meio deste jogo, os alunos puderam ser avaliados divertindo-se ao longo do processo, sem que a parte educativa fosse preterida. É uma pesquisa de caráter qualitativo na qual foi feito um estudo de caso com os alunos do primeiro ano do Ensino Médio do IFMG - Campus Congonhas no ano de 2019, na disciplina de Química I. Palavras-chave: Kahoot! Quiz. Avaliação formativa. Jogos didáticos Online. Continuous learning assessment and the use of educational games in chemistry classes: quiz with high school students Abstract The teacher can use countless tools in the teaching and learning processes. Among them, the formative assessment, the one that occurs throughout the process, has the purpose of monitoring the students' development and its result is a guide for the teacher future actions. This research will present the benefits and difficulties of applying Kahoot! Quiz as a formative assessment. Through this game, students could be evaluated and having fun throughout the process, without the educational part being neglected. It is a qualitative research in which a study was conducted with the students of the first year of high school at IFMG-campus Congonhas in 2019, in the Chemistry I discipline. Keywords: Kahoot Quiz. Formative assessment. Educational Online Games.      

Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


Author(s):  
Ameen Ghyama

This study is an investigation of the educational games used in Yemeni high school classes. The main objective is to find out the extent to which Yemeni teachers are aware of the utility described in the theoretical part and whether they make use of EFL games in their classes while teaching English. Equally, this study tries to probe into some of the Yemeni EFL learners’ viewpoints towards using EFL games in the learning process-besides shedding light on the types of games they generally prefer. The approach I used was purely quantitative in nature, but I also relied on the qualitative approach. Twenty teachers and one hundred high school students were given a questionnaire about using games in English teaching and learning. The results were analyzed and show that games can be a unique opportunity for teachers to teach meaningfully and communicatively English in real-life contexts as well as the learners encourage and increase cooperation and collaboration among them and acquire the vocabulary easily. Using English teaching EFL games, in my opinion, can mitigate such difficulties facing Yemeni teachers in teaching English. Carefully choosing the right games can help a great deal in encouraging students to learn avidly. Furthermore, good EFL games have a great role to play in creating a stress-free learning atmosphere, and at the same time make it possible for students to practice the desired language skills. The key significance is that games are not mere time-fillers; rather, this study tries to guide and help teachers see when to use games, how to choose games that cater to students’ needs and interests. Based on these results, some practical recommendations were formulated in order to enhance Yemeni EFL teaching and learning through using games.


2017 ◽  
Vol 56 (6) ◽  
pp. 911-939 ◽  
Author(s):  
Min Wook Ok ◽  
Joan E. Hughes ◽  
Audrey Boklage

This descriptive case study examined the first year of iPad-supported teaching and learning in a high school modified biology class. Results revealed that the iPad practices replaced, amplified, and transformed pedagogy and learning, but they predominantly supported general learning or instructional practices with little science specificity. A strong technology vision and collaborative planning with teachers were strong supports for iPad integration. The teacher’s deep pedagogical and content knowledge and positive attitude toward using iPads were significant in persevering through barriers to integration, such as increased time to plan lessons, little professional learning, and technical difficulties. While iPads effectively supported learning in this special education classroom, the discussion suggests for more content-focused iPad integration and deeper technological content knowledge among teachers.


2017 ◽  
Vol 12 (1) ◽  
pp. 1-25
Author(s):  
Begoña Bosque ◽  
Isidoro Segovia ◽  
José Luis Lupiáñez

Presentamos una exploración del papel de la estética en la enseñanza y aprendizaje de las matemáticas. Primeramente, revisamos el estado de la cuestión. Posteriormente, obtenemos mediante un cuestionario, que de entre los criterios estéticos que aparecen en la literatura, el referido a la simplicidad es el que parece ser compartido por alumnos de educación secundaria con calificaciones académicas medias y bajas. Finalmente, observamos mediante un estudio de casos, que a través de contenidos matemáticos, en este caso las teselaciones del plano, se vislumbra en alumnos de educación secundaria la aparición de consideraciones y experiencias estéticas.The Role of Aesthetics in the Teaching and Learning of MathematicsWe present an exploration of the role of aesthetics in the teaching and learning of Mathematics. Firstly, we review the state of the issue. Subsequently, through a questionnaire, we obtain that among the aesthetic criteria that appear in the literature is the one related to simplicity that seems to be shared by high school students of middle and low academic qualifications. Finally, through a case study, we observe that through mathematical contents, in this case the tessellations of the plane, we see in students of high school the appearance of aesthetic considerations and experiences.Handle: http://hdl.handle.net/10481/48170WOS-ESCIScopus record and citations


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2012 ◽  
Vol 18 (1) ◽  
pp. 30
Author(s):  
Anni Holila Pulungan

The study deals with the Contextual Teaching and Learning of the students’ reading comprehension at junior high school. Contextual Teaching and Learning is a new alternative for every teachers to relate the materials to the real world. The aims of the research are to analyze the effect of non and CTL method of the students’ reading comprehension.  The research method is an experimental method. The data analysis is taken from the two classess. Then, they divided into two  groups, the control and experimental group. The major findings of the study shows that the effect of Contextual Teaching and Learning on the students’ reading comprehension is better than the non CTL method-lecture method for the junior high school students.


2020 ◽  
Author(s):  
Nélia Lúcia Fonseca

This study first approaches the history of the observer’s gaze, that is, as observers, we are forming or constructing our way of visualizing moving images. Secondly, it reaffirms the importance and need of resistance of the teaching / learning of Art as a compulsory curricular component for high school. Finally, the third part reports an experience with video art production in a class of first year high school students, establishing an interrelationship between theory and practice, that is, we study video art content to reach the production of videos, aiming as a final result, the art videos created by the students of the Reference Center in Environmental Education Forest School Prof. Eidorfe Moreira High School. The first and second stages of this research share a theoretical part of the Master ‘s thesis, Making films on the Island: audiovisual production as an escape line in Cotijuba, periphery of Belem, completed in 2013.


2017 ◽  
Author(s):  
Alex Wirth ◽  
◽  
Boris Aberšek ◽  

Discipline in class is essential. Without it the educational processes and teachings are difficult. In this manner curricula goals are almost impossible to achieve. There are and there always will be some kind of conflicts between teachers and students, but they should not evolve to become a problem. Teachers (especially elderly teachers) often express pessimism of contemporary students. They say that today's students have less knowledge, they do misbehave more often than previous generations. A study among students was conducted. It was trying to determine the rate of discipline in schools in Celje to see if these statements are true. The questionnaire to students of one primary and one high school in Celje, Slovenia were distributed. The answers from 234 students were received. On the one hand, it was found out that senior high school students have the worst level of discipline of all the grades tested. They themselves assess their class atmosphere as less disciplined. They report that teachers use a lot of time to calm the class down. All this is probably a factor in lower average grade that the senior high school students have. On the other hand, it was found out that teachers do not react to the disturbance or they are trying to be repressive. These are not the correct ways of dealing with discipline issues. Therefore, there are some recommended ways how teachers should react. Keywords: discipline in class, primary school, contemporary student, elderly teachers.


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