GAMIFICAÇÃO EM AULAS DE MATEMÁTICA: um processo de integração de tecnologias digitais ao currículo.
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Fundação Universidade Federal de Mato Grosso do Sul
Abstract
This masters research was guided by the question: How a process of integrating Digital
Technologies happens into the mathematics curriculum from the Gamification? The
objective of this research was to analyze a proposal for the integration of Digital
Technologies to the mathematics curriculum in a High School class using Gamification.
The investigation was developed with the proposition and experience with gamification
processes during the mathematics classes in the 1st year of High School, in a public
school in the state of Mato Grosso do Sul, during the academic semester of 2021, in
such a way as to provide opportunities for learning concepts related to functions. Two
gamified actions were proposed and analyzed in the process of integrating digital
technologies into the curriculum, the first using platforms such as Khan Academy and
GeoGebra, and the second using an authorial platform. Data production was carried
out remotely (due to the pandemic period), during classes and student productions,
from records made by the teacher, author of this research. Data analysis was guided
by theories and ideas by Sánchez and Almeida and Valente about the integration of
Digital Technologies and by studies by Kapp, Alves and Busarello about Gamification.
From the data analysis, it was possible conclude that Gamification provided the
opportunity for students to be involved in the activities of the discipline, providing the
opportunity to learn mathematical concepts related to the 1st degree equation and the
squaring function. It is also possible to conclude that in the integration process
experienced, the use of Digital Technologies changed ways of planning and
developing math classes, in which the teaching of functions was proposed from
Gamification movements.