COMnPLAYer - interactive and playful environment to learn science

被引:0
|
作者
Gama Alves, Lynn Rosalina [1 ]
de Almeida, Beatriz Oliveira [1 ]
de Oliveira, Marizete Pinheiro [1 ]
机构
[1] Univ Fed Bahia, Programa Posgrad Ensino Filosofia & Hist Ciencias, Salvador, BA, Brazil
来源
REVISTA EDUCAONLINE | 2021年 / 15卷 / 02期
关键词
Scientific Literacy; Science; Technology and learning; Digital Humanities;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The context of education in Brazil has been causing, over the past few years, concerns about alternatives to create more meaningful learning spaces for students. The results presented by the Basic Education Assessment system - SAEB and the Program for International Student Assessment (PISA) show the difficulties of these students, especially when referring to Science Teaching. It is within this context that this article is inserted, to investigate with teachers how the COMnPLAYer app, produced by the Institute of Digital Games of the University of Malta, can contribute to the scientific literacy of teachers, subsidizing the construction of practices for teaching science playfully and interactively, awakening in students the desire to learn and do science. To this end, a qualitative and netnography investigation was carried out, using online questionnaires mediation after interaction with COMnPLAYer (available on the Web), to assess the meanings that teachers attribute to the app and its mediation together. students to understand science and critically participate in the world. This perspective is in tune with the discussions around the Digital Humanities category, contributing to new research possibilities mediated by digital environments and methods.
引用
收藏
页码:151 / 166
页数:16
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