USO DE JOGOS EDUCACIONAIS NO ENSINO TRANSDISCIPLINAR DE TEMAS AMBIENTAIS: ESTUDO DE CASO COM A PLATAFORMA SCRATCH

Authors

  • Edson Rodrigues de Aguiar Instituto Federal do Amazonas
  • Katia Viana Cavalcante Universidade Federal do Amazonas

DOI:

https://doi.org/10.4025/rvc.v4i1.67402

Keywords:

Sustainability, Computational Thinking, Professional Education

Abstract

The article deals with the application of a didactic sequence for the development of computer games. The game was developed on the Scratch platform by students of the Technical Course in Informatics at the Instituto Federal do Amazonas, campus Boca do Acre. The research proposed to identify how the didactic sequence, based on active methodologies - gamification, can influence the teaching of programming, in context with the BNCC and the 17 SDGs. Based on this, two games and a didactic guide were developed for teachers derived from a pedagogical practice, through dialogue with the teaching of Environmental Sciences. The data constituted in this investigation were analyzed from the action research and interviews. The results show that there were improvements in students' critical thinking and problem solving.

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Published

2023-03-06

How to Cite

Edson Rodrigues de Aguiar, & Katia Viana Cavalcante. (2023). USO DE JOGOS EDUCACIONAIS NO ENSINO TRANSDISCIPLINAR DE TEMAS AMBIENTAIS: ESTUDO DE CASO COM A PLATAFORMA SCRATCH. Vitruvian Cogitationes, 4(1), 10–22. https://doi.org/10.4025/rvc.v4i1.67402