Navegando por Palavras-chave "Registros De Representação Semiótica"
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- ItemAcesso aberto (Open Access)Análise e desenvolvimento de jogos digitais: a matemática do ensino fundamental e seus registros de representação semiótica(Universidade Federal de São Paulo (UNIFESP), 2020-11-19) Pereira, Sabrina Alves [UNIFESP]; Linardi, Patricia Rosana [UNIFESP]; Universidade Federal de São PauloIn the scenario of difficulties of several students in the context of learning mathematics, it has stood out as an alternative, the increase in the potential of technologies, among them, digital games. In this sense, this research aimed to analyze digital games for the teaching and learning of mathematical content of Elementary Education and to develop a prototype of a mathematical digital game in the context of Financial Education. For that, some of the references adopted were Rodrigues (2014), which presents Technical and Pedagogical Aspects of digital games and Duval (2006, 2012), which deals with cognitive processes of learning mathematics in his Theory of Registers of Semiotic Representation. With a qualitative approach, complemented by quantitative data, the methodological procedures consisted of four phases. In phase 1, four platforms containing mathematical digital games were chosen, resulting in a total of 104 games, with some general characteristics being presented, among them the Content fields in which they were classified: Counting and basic operations, Financial, Generalization, Geometric, Metric systems and Information treatment. In phase 2, six categories of analysis of Technical and Pedagogical Aspects were defined, in which these games were classified, they are: Genre (Action, Adventure, Racing, Strategy, Puzzle, Quiz); Advertising (whether or not they present advertising at the beginning or during the game); Random (whether or not they present randomness at each restart); Explanation (present or not explain content); Feedback (whether or not it provides a correct answer); and Register or Transformation (it presents only registers or transformations of registers of semiotic representation in the form of Treatment, in the form of Conversion or in both forms). Considering that these Technical and Pedagogical Aspects do not qualify or disqualify the games, potentialities and challenges of these categories were also discussed. In phase 3, the games classified in each Field of content were grouped in the categories of analysis of Technical and Pedagogical Aspects. In addition, the importance of the Fields for Mathematics Education was discussed, also presenting examples of the analyzed games, explaining the Registers of Semiotic Representation identified. And in phase 4, in theoretical terms, the development of the digital game was also based on Morais (2003). Python programming language studies were carried out to develop the ‘Universo Financeiro’ prototype, similar to a board game. The ‘Universo Financeiro’ presents as didactic purposes learning by having fun through a game, with a fictional narrative plot about Financial Education, exploring Mathematical contents, through different representations. It sought to explore the defined Technical and Pedagogical Aspects, to contemplate different Registers of Semiotic Representation and Transformations in the form of Treatment and Conversion at various times. It is hoped that the results of this research can contribute to the use of digital games as an alternative for teaching and learning mathematics by exploring the visual potential of these media and for parents, guardians, teachers, researchers and students to choose games. In addition, it is believed that this work can be used to analyze other games and to think about the development of future educational digital games.