Teaching History through digital games: Learning report with games

被引:1
|
作者
Bianchessi, Cleber [1 ]
Pinhelli Mendes, Ademir Aparecido [1 ]
机构
[1] Ctr Univ Int Uninter, Curitiba, Parana, Brazil
来源
REVISTA TEMPOS E ESPACOS EDUCACAO | 2019年 / 12卷 / 29期
关键词
Digital games; Teaching History; Meaningful Learning;
D O I
10.20952/revtee.v12i29.9660
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The article reporto and analyzes an experience of insertion of the interactive game Kahoot! in teaching history. The subjects are students of the 3rd year of high school in the morning period of a state public college located in the city of Curitiba-PR, in the discipline of History. The aim is to analyze the feasibility of the insertion of digital games in the dynamics of teaching history in high school and to identify the effectiveness of the use of an interactive game when the student appropriates its elements as enriching instruments of the learning process. David Ausubel's Theory of Significant Learning (1980, 2003) will be the theoretical basis of the research to understand the learning process as an association of different significant elements in the student's cognitive structure. The research found indicatives to affirm that knowledge can be actively constructed by the subjects, and it is possible to consolidate the teaching of History teaching in a significant way manifested in digital games, since the use of games in the classroom can arouse in the student the interest for learning collaboratively.
引用
收藏
页码:145 / 159
页数:15
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