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Dissertations |
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1
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JAILSON CARLOS DA SILVA BARBOSA
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THE USE OF VIDEO CASES IN LEARNING ABOUT CONSTRUCTION, INTERPRETATION AND COMPARISON OF STATISTICAL DATA WITH STUDENTS YOUTH AND ADULT EDUCATION
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Advisor : ISMENIA BLAVATSKY DE MAGALHÃES
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COMMITTEE MEMBERS :
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ADJA FERREIRA DE ANDRADE
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ELVIS MEDEIROS DE MELO
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ISMENIA BLAVATSKY DE MAGALHÃES
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WILLIAM BRENNO DOS SANTOS OLIVEIRA
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Data: Jan 23, 2025
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Show Abstract
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Youth and Adult Education (EJA) plays a fundamental role in promoting equal opportunities and combating illiteracy, as well as enabling and emphasizing concepts for basic mathematics learning. The implementation of innovative methodologies with a variety of visual and auditory resources is an alternative that can further strengthen students' probabilistic and statistical skills in the development of pedagogical practice. The general aim of this study is to analyze how a didactic sequence using video cases can contribute to learning about the construction, interpretation and comparison of statistical data with EJA students. To this end, the theoretical and scientific assumptions that support this discussion are based on studies on scientific methodology (Almeida; Valente, 2011; Braga, 2022; Creswell, 2010; Ferrés, 1996). The research is characterized as qualitative/quantitative, exploratory in nature, since it examines the object of study in its social context, using questionnaires, tests, focus group interviews, analysis of audiovisual resources and a logbook to collect data. The research method used was action research, since the intervention process was carried out by applying the didactic sequence using video cases and the joint participation of the researcher and the students. The field research was carried out in a state public school, located in the urban area of the municipality of Ceará-Mirim–RN, with a 1st grade high school class from EJA. The choice of the research locus arose from the need to build an innovative practice in mathematics classes through videos with themes that address the thematic units statistics and probability, considering that I have been a teacher at this institution for years. The educational product resulting from this research was a didactic-pedagogical notebook for mathematics teachers, which addresses how a didactic sequence, based on the use of video cases, can contribute to learning about construction, interpretation and comparison of statistical data with students in EJA. The proposal presented during the didactic intervention was developed for the student to be the protagonist of the process, making the video an incentive for creativity. This study contributes to the educational area by proposing an innovative approach, in the specific context (locus of research and participants), for teaching Mathematics at EJA, highlighting the role of technologies in the comprehensive training of students.
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2
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JAIRO DOS SANTOS LEITE JUNIOR
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Contributions of the Peer Instruction Methodology to Understanding First-Degree Mathematical Functions: Proposal for a Didactic Sequence in High School
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Advisor : KLEBER TAVARES FERNANDES
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COMMITTEE MEMBERS :
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APUENA VIEIRA GOMES
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KLEBER TAVARES FERNANDES
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MARIA DE FATIMA DE LIMA DAS CHAGAS
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Data: Jan 28, 2025
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Show Abstract
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The learning of Mathematics content in Brazilian High Schools has shown significant room for improvement. In recent years, results from large-scale Brazilian exams and the PISA exam support this scenario. Regarding the State Education Network of Rio Grande do Norte (RN), gaps in learning have also been identified, particularly in the understanding of mathematical functions. In 2023, according to data from the Integrated Monitoring and Institutional Evaluation System (SIMAIS/RN), the content of functions was noted as the one with the least related skills developed by students. Methodologically, there is still a mechanized approach to solving exercises after content exposure, with much emphasis on memorization and less on comprehension. There is little connection between expected competencies, the student's life project, and the social utility of logical-mathematical knowledge. However, the scientific advancement and technological transformations of recent decades prompt the use of active methodologies in education, leveraging their ability to engage and foster critical thinking, thus countering content-based and passive learning approaches. Therefore, this research aims to investigate the contributions of the Peer Instruction (PI) methodology to understanding knowledge objects related to functions, specifically linear functions, a topic covered in the 1st year of high school according to the officially prescribed curriculum in Brazil. After considering the issue, a systematic literature review (SLR) was conducted to assess the state of the art. The research adopts a pragmatist paradigm and aims to be exploratory with an action research approach, as it proposes the experimentation of PI by students in the classroom with the researcher’s participation. The study site is a 1st-year high school class in a state school in Natal (RN). A didactic sequence (DS) for applying the PI methodology was planned, consisting of four stages and the lessons within each stage. The research instruments include questionnaires, a logbook, conceptual tests on linear functions, and digital tools for recording. Data will be analyzed quantitatively and qualitatively. For applying the PI tests, and considering that each test involves “the idea of solving a problem,” the theoretical assumption is that “through the problem-solving process,” both the resolution process and the mathematical concepts involved are mutually and continuously constructed. Additional theoretical contributions come from Vygotsky's theory of learning, considering the dialectical relationship between the learner and the object of study. The study also takes into account the competencies based on the National Common Curricular Base (BNCC). Convergent trajectories are seen in the student's prior knowledge, the prescribed curriculum, and the employed active methodology. After the research intervention and data analysis, recommendations are made that could contribute to teaching linear functions. Limitations and difficulties encountered during the research, as well as gaps to be addressed in future work, are also noted. As a final product, the creation of a guide (e-book) on the application of the produced didactic sequences is proposed.
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3
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PRISCILA CÂMARA REIS
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A LOOK BEYOND PAGES: GUIDELINES FOR DESIGNING OPEN EDUCATIONAL RESOURCES IN DIGITAL BOOK FORMAT
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Advisor : CELIA MARIA DE ARAUJO
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COMMITTEE MEMBERS :
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CELIA MARIA DE ARAUJO
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CIBELLE AMORIM MARTINS
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JOSE GUILHERME DA SILVA SANTA ROSA
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MARA LÚCIA FERNANDES CARNEIRO
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Data: Apr 1, 2025
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Show Abstract
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This research aimed to systematize a set of editorial guidelines for the production of open educational resources in digital book (e-book) format, with the goal of didactically structuring knowledge in publishing and enhancing the editorial production of the Publishing Department of the Distance Education Secretariat at the Federal University of Rio Grande do Norte. The theoretical framework is grounded in studies on Open Educational Resources, distance education, open education policies, graphic, editorial, and interface design, as well as the significance of books and educational materials in the digital age. To delve deeper into the topic, a Systematic Literature Mapping was conducted, revealing significant gaps in the field. The research adopted a qualitative approach, applied in nature, classified as exploratory and descriptive in terms of objectives, and characterized as documentary and bibliographic regarding methodological procedures. The guidelines were obtained through Content Analysis (Bardin, 2011), carried out in four stages: organization, coding, categorization, and inference. This process resulted in an initial set of 561 guidelines, which, after being interpreted and grouped, were reduced to 134. These guidelines were subsequently evaluated by eight experts in digital book layout, using the Content Validity Index (CVI) as a validation instrument. Following this evaluation, the number of guidelines was consolidated into 128, systematically organized into seven categories related to editorial design. As the final product of the research, a practical guide was developed in the form of an e-book, containing these guidelines to assist layout designers and design students in the production of open educational resources in digital book format, contributing to the professionalization of the field and the strengthening of open education.
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4
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LUZIA DANIELE DA SILVA ARAUJO
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Learning Objects and Open Educational Resources for Mathematics Teaching: A Focus on UFRN’s Distance Education Courses
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Advisor : APUENA VIEIRA GOMES
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COMMITTEE MEMBERS :
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APUENA VIEIRA GOMES
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DENNYS LEITE MAIA
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PATRÍCIA SMITH CAVALCANTE
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Data: Jun 9, 2025
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Show Abstract
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Mathematics education confronts persistent challenges within the teaching and learning process, characterized by students’ lack of motivation and difficulties in understanding mathematical concepts, alongside educators’ struggles to achieve effective instructional outcomes. In response to this scenario, the present study explores how teacher education programs focused on the use of Learning Objects (LO) and open educational resources (OER) can support the professional development of distance learning licentiate students at the Federal University of Rio Grande do Norte (UFRN). The primary objective is to analyze the contributions of a teacher training program that integrates LO and OER into mathematics instruction within the context of Distance Education (DE). Specific aims include: (a) analyzing the academic and contextual profiles of participating UFRN students; (b) designing a training experience based on Fixed Instructional Design with an emphasis on innovative teaching practices; (c) developing instructional materials on the application of LOs and OERs; (d) delivering the “Inovátiva” training course to licentiate students; and (e) evaluating its effectiveness. The theoretical foundation of the research encompasses the principles of Distance Education, the pedagogical use of Learning Objects and open educational resources, and the structure of Fixed Instructional Design. Methodologically, the study adopts a qualitative, applied approach with descriptive and exploratory objectives, guided by the stages of Fixed Instructional Design. Data collection was conducted through a diagnostic questionnaire and continuous observation of students’ participation in the Moodle, as well as their engagement in synchronous sessions. Data analysis followed Saldaña’s Coding Cycles, supported by the Atlas.ti software, utilizing initial and descriptive coding in the first cycle and code mapping in the transition cycle. As an outcome, a training model entitled “Inovática,” grounded in Fixed Instructional Design was developed. The implementation of this model through the course demonstrated significant improvements in pedagogical practices, notably the incorporation of LOs and the OBAMA platform as didactic tools. Teaching sequences developed by the participants revealed the mobilization of core mathematical concepts, such as numbers, operations, and geometric figures, connected to problem-solving, contextualization, and the construction of meaning. Two open educational resources were produced as final deliverables: an e-book presenting the course’s instructional design, and the “Inovátiva” course itself, available via Moodle. The findings highlight the societal relevance of this research, as it contributes to the preparation of educators who are more equipped to deliver mathematics education that is accessible, innovative, and responsive to contemporary demands, thus advancing the development of a more equitable and intellectually empowered society.
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5
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FABIANO HENRIQUE DE FREITAS BEZERRA
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CODING SPACE: LEADERSHIP IN LEARNING LOGICAL REASONING IN TECHNICAL TRAINING
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Advisor : ISABEL DILLMANN NUNES
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COMMITTEE MEMBERS :
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CHARLES ANDRYE GALVAO MADEIRA
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CLEON XAVIER PEREIRA JUNIOR
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ISABEL DILLMANN NUNES
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Data: Jun 16, 2025
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Show Abstract
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Logical reasoning is present on teaching programming involving everyday skills, which focus on encouraging technical degree students, in the area of computer science, to think creatively and collaboratively. However, difficulties in learning technical content involving the use of logic, compromise students performances and impact their results, causing some to drop out of technical school. Thus, students must be encouraged to study collaboratively, since it promotes protagonism that contributes to improving academic performance. Therefore, this dissertation aims to create the Coding Space, a study space focused on the development of logical reasoning based on collaborative learning in digital educational environments, which strengthens autonomy and the enhancement of skills and problem-solving in programming teaching. To achieve the objective, bibliographical reviews, analysis of related works and application in a school environment interspersed with class time were carried out. The methodology describes the stages of development of the project, emphasizing the practice of actions, organized using an execution schedule involving the participation of students in the first and second year of technical training high school, in activities that combined the use of unplugged computing and online platforms, highlighting the protagonism and collaborative learning, allowing autonomous practice of logical reasoning skills, obtaining results based on the analysis of the artifact with the application of a questionnaire and reports from the protagonists, aiming to measure the applicability and offer interaction in a different locus and highlight the viability of the project, together with other educational institutions.
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6
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JULIANA BENTO DA SILVA
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AN ANALYSIS OF SELF-REGULATED LEARNING MEDIATED BY EDUCATIONAL TECHNOLOGIES IN HIGHER EDUCATION
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Advisor : ADJA FERREIRA DE ANDRADE
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COMMITTEE MEMBERS :
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ADJA FERREIRA DE ANDRADE
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BRUNO SANTANA DA SILVA
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SOELY APARECIDA JORGE POLYDORO
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Data: Jun 16, 2025
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Show Abstract
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This dissertation deals with carrying out a pedagogical intervention applying strategies of self-regulation of learning supported by collaborative technologies with a sample of students from the Bachelor's Degree in Information Technology at the Federal University of Rio Grande do Norte. The object of study is the self-regulation of learning, where the student is the center of his learning process. For this to occur, it is necessary to observe processes that involve cognitions, motivations, behaviors and affections of students, planned and adjusted with the purpose of achieving their academic goals. In the higher academic context, self-regulation of learning acquires a singular relevance, standing out as a determining factor for academic success and the development of skills. The methodology adopted in this research was the interventionist method, with a qualitative methodological approach and the data analysis was based on the simple descriptive analysis method. As instruments, we used questionnaires, logbooks, self-regulatory activities and interviews. The research had as a technical product a didactic guide on how to promote self-regulated learning with the use of collaborative technologies. The results obtained after the intervention reported improvements in task execution, study planning and the use of collaborative tools in their study routines. Cognitive functions such as attention and memory were the most used during the process, as well as self-awareness, emotional control and interpersonal relationship skills were present in the speeches of the students who participated in the intervention. The present study may help identify strengths and weaknesses of the learning regulation process, bringing the insertion of collaborative tools in this process and providing contribution to IMD and PPGITE in the area of learning management and evaluation.
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7
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JOEL DE OLIVEIRA SANTOS
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USE OF CODING DOJO AS A TEACHING PRACTICE FOR OBJECT-ORIENTED PROGRAMMING
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Advisor : ISABEL DILLMANN NUNES
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COMMITTEE MEMBERS :
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CHARLES ANDRYE GALVAO MADEIRA
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CLEON XAVIER PEREIRA JUNIOR
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ISABEL DILLMANN NUNES
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Data: Jun 17, 2025
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Show Abstract
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Computer programming is intrinsically linked to all areas of education in information technology (IT), from short-term courses to postgraduate degrees. It is crucial to develop competencies and skills related to programming, despite the challenges inherent in the knowledge-building process. Programming-related subjects are considered complex, as they often require prior knowledge that students may not have previously acquired. One example is the Object-Oriented Programming (OOP) course, which presents difficulties and high dropout rates due to the challenge of grasping concepts, developing logical reasoning, students’ lack of interest in the face of difficulties, and teaching methodologies. OOP is a system development paradigm based on the concepts of objects and classes, where classes are the templates for constructing objects, and objects are the instances of classes. The concepts and the way they are conveyed must be directly linked to the learners to achieve meaningful learning, given the subject’s difficulty, whether due to understanding the concepts or shifting the development paradigm from procedural to modularized. In technical education programs in informatics, difficulties in computer programming courses are also observed, often associated with the teaching method adopted by the instructor, which can hinder comprehension, and the lack of student engagement in the learning process. Active methodologies (AM) have contributed to improving the learning environment by promoting a collaborative approach. One of the AMs that stands out is Coding Dojo or Programming Dojos, which, in addition to integrating with other methodologies, offers versatility in creating collaborative environments through formats such as Kata, Randori, or Kake. In light of this, the main objective of this study is to develop a methodology using Coding Dojo for teaching OOP. The research methodology adopted was Design Science Research (DSR), focusing on solving applied problems using the nominal sequence of the Design Science Research Methodology (DSRM). The target audience is a class from the Technical Course in Informatics at a state school in Rio Grande do Norte.
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8
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JOÃO AMIRALDO NASCIMENTO LACERDA
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Contributions of Pedagogical Usability in Teaching: Reflections on Assessment Criteria in Gamified Mathematics Teaching
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Advisor : JOSE GUILHERME DA SILVA SANTA ROSA
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COMMITTEE MEMBERS :
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ISABEL DILLMANN NUNES
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JOSE GUILHERME DA SILVA SANTA ROSA
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RODOLFO NUCCI PORSANI
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Data: Jun 24, 2025
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Show Abstract
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This work discusses the Contributions of Pedagogical Usability in Teaching: Reflections on Assessment Criteria in Gamified Mathematics Teaching. The general objective of the research is to contribute to the application of Pedagogical Usability for Teaching, Reflecting on Assessment Criteria in Gamified Mathematics Teaching. To achieve these objectives, the methodology adopts exploratory research, through technical bibliographic procedures and a qualitative approach. The structure of the dissertation is divided into three main phases: the first is bibliographical research that includes carrying out a survey or research on the State of the Art of pedagogical usability; the second is the synthesis of the results in an e-book, and, at the end, presenting the e-book to mathematics teachers with experience in using gamified strategies. In general, the results indicate that: (1) in the repositories consulted in the research, we possibly did not find lines of research that deal with this topic specifically; (2) there are some studies published in events and journals that discuss this topic (pedagogical usability); (3) it is possible to explore the topic further, with new studies on how pedagogical usability can contribute to teaching, exploring and testing assessment methods and their impact on the educational environment of gamified mathematics.
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9
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ITALO PEREIRA DE MELO
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Didactic-Pedagogical Training in Educational Robotics for Science and Technology Students: Complementing the Theoretical-Practical Repertoire
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Advisor : AQUILES MEDEIROS FILGUEIRA BURLAMAQUI
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COMMITTEE MEMBERS :
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AQUILES MEDEIROS FILGUEIRA BURLAMAQUI
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DANILO CORTEZ GOMES
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KLEBER TAVARES FERNANDES
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Data: Aug 1, 2025
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Show Abstract
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This dissertation examines Educational Robotics in the context of didactic-pedagogical training for Science and Technology (S&T) students who serve as instructors in the URA (Um Robô Por Aluno) extension project at the Federal University of Rio Grande do Norte (UFRN). The project, composed of undergraduate students enrolled in Engineering and Computer Science programs, seeks to democratize access to robotics in Brazil, particularly in Rio Grande do Norte, by integrating low-cost robotics (hardware and software) into basic and higher education. However, introducing technology students into pedagogical environments poses a significant challenge. Their traditional training focuses primarily on technical skills, often lacking in didactic-pedagogical approaches essential for effectively disseminating robotics knowledge in schools. While technically proficient, these students often lack strategies and pedagogical methodologies to convey their expertise clearly and engagingly to teachers-in-training, who will subsequently teach robotics to primary and secondary school students. This gap between technical expertise and pedagogical competence can undermine the quality of teaching and the educators' ability to deliver inclusive and meaningful learning experiences. Acknowledging this gap, this research aims to enhance the didactic-pedagogical training of URA instructors, understanding that better-prepared instructors will positively impact teaching practices and the spread of educational robotics. With over ten years of experience, the URA project, linked to UFRN's School of Science and Technology (E.C.T.), has developed several low-cost robotics kits. Preliminary analysis revealed that past training sessions focused predominantly on robotics' technical aspects. In response, this research proposed a space for discussion and ongoing training on using didactic practices combined with active methodologies to prepare URA student instructors better. The core of this study is the continuing education of these undergraduate instructors who, in turn, train teachers. The main objective was to investigate how a short-term (20-hour) didactic-pedagogical training program, combining synchronous and asynchronous activities and exploring pillars of didactics and active methodologies, could enhance the theoretical and practical repertoire of robotics instructors. Specific objectives included: (1) assessing these students' knowledge of educational robotics; (2) implementing a pedagogically focused training process; and (3) evaluating the impact of this intervention on instructors' training from different perspectives. This research employed participatory observation and data collection from project instructors and schoolteachers, utilizing applied, bibliographical, exploratory, and descriptive research methodologies. The significance of this study lies in addressing the lack of pedagogical training for technology students, aiming to improve teacher education quality and expand educational robotics in schools. The results were highly satisfactory, as evidenced by post-training questionnaires demonstrating the effectiveness of didactic-pedagogical training for technology students. The study also evaluated the satisfaction of both the Engineering and Computer Science students and the schoolteachers regarding the instructors' performance post-training. Additionally, the research identified areas for improvement, such as enhanced virtual access to training materials, updates to video lessons, and the inclusion of evaluative activities, to further optimize the project's impact.
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10
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AMANDA CAROLINE DAMASCENO TAVARES
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BLENDED LEARNING IN EVENING HIGH SCHOOL: A CONTINUING TEACHER EDUCATION PROPOSAL USING THE FLIPPED CLASSROOM IN THE PUBLIC SCHOOL SYSTEM OF RIO GRANDE DO NORTE STATE
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Advisor : LUCELIO DANTAS DE AQUINO
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COMMITTEE MEMBERS :
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DIÊGO CESAR LEANDRO
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LUCELIO DANTAS DE AQUINO
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SELMA ALAS MARTINS
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WILLIAM BRENNO DOS SANTOS OLIVEIRA
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Data: Aug 12, 2025
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Show Abstract
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The constant changes in the high school curriculum structure, highlighted by Law No. 13,415/2017, which established the division of the curriculum into General Basic Education and Elective Itineraries, have underscored the challenges faced by teachers, especially in the context of public schools. Without proper professional development and structural conditions, the organization of the high school curriculum can become a barrier to accessing quality education, particularly for students in Night High School programs. In this regard, the present research aims to analyze the implications of a continuing education proposal using the flipped classroom model for teachers working in Night High School, focusing on the hybrid implementation of the Elective Itineraries. To this end, the study is grounded in the theoretical framework of Active Learning Methodologies, such as Blended Learning and the Flipped Classroom, as well as in discussions on teacher education and perspectives on High School in Brazil and in the state of Rio Grande do Norte. The study is characterized as action research (Tripp, 2005) and training-research (Fantin, 2017), following an exploratory approach (Moreira & Caleffe, 2006). As part of the research, a continuing education course was offered to teachers working in Night High School, delivered in a hybrid format through a Virtual Learning Environment (VLE), under the guidance of the researcher. After the course was conducted, the data obtained from the VLE activity records, recordings of synchronous sessions, and a final evaluation questionnaire were analyzed in order to understand how the proposed intervention impacted the target group, in a dialogical relationship with the theoretical framework adopted in the study. The results revealed that Blended Learning can positively impact pedagogical practices in Night High School by enabling the development of engaging practical activities and individualized student support, reshaping classroom time and space, and contributing to a meaningful learning process for students.
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11
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MIDIÃ LIMA DA PAZ VARGAS
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Design Thinking in school management: the pedagogical director and his training process
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Advisor : SANDRO DA SILVA CORDEIRO
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COMMITTEE MEMBERS :
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MARIA CRISTINA LEANDRO DE PAIVA
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SANDRO DA SILVA CORDEIRO
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MILENE DOS SANTOS FIGUEIREDO
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EVANILSON GURGEL DE CARVALHO FILHO
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Data: Aug 18, 2025
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Show Abstract
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The Pedagogy course has a different kind of training, which aims to prepare teachers both for teaching and learning and for developing activities in the roles of coordination and school management. The Law of Guidelines and Bases of Education - LDB No. 9394/96 establishes democratic management as a principle for public educational institutions, leaving it up to the discretion of the school board. In the municipality of Parnamirim-RN, Complementary Law No. 185/2021 redefined the structure of school management, establishing the positions of Administrative-Financial Director and Pedagogical Director, which created challenges in delimiting the functions of these professionals. In view of this, this study aims to analyze the contributions of Design Thinking in the work of the Pedagogical Director, seeking to understand how this approach can help solve problems and structure the work of these Directors. In this sense, the research is based on Design Thinking as a creative and people-centered approach, structured in five stages: discovery, interpretation, ideation, experimentation and evolution, according to the Educadigital Institute (2010). To this end, the study draws on the ideas of Libâneo, Oliveira and Toschi (2012), Almeida (2012), Brown (2010), Bacich and Moran (2018), Martins and Brocanelli (2010) and Gonsales (2017), among others. In methodological terms, the research adopts a qualitative and exploratory approach, with nuances of Action Research, following the phases proposed by Thiollent (2011). In methodological terms, we borrowed some assumptions from Bardin's (2016) content analysis as an alternative for analyzing/debugging the information provided by the research collaborators. The study was carried out in (06) six Early Childhood Education teaching units in the municipality of Parnamirim-RN, with the participation of (06) six Pedagogical Directors. Data was collected using a form via Google Forms, with the aim of diagnosing the participants' prior knowledge of the subject of the study. Based on the results obtained, specific training was offered to support the application of this approach with the Pedagogical Directors. Finally, as a result of this process, we produced a structured material called the Training Plan, a didactic sequence based on the planning developed for the team of participants. This plan aims to expand and strengthen the qualification of teachers in the Municipal Education Network who work as Pedagogical Directors and who did not participate directly in the research.
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12
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DANIEL FELIPE DANTAS PEREIRA
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Identification of educational digital games with motor accessibility for pedagogical activities
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Advisor : BRUNO SANTANA DA SILVA
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COMMITTEE MEMBERS :
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ADJA FERREIRA DE ANDRADE
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ARLETE DOS SANTOS PETRY
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BRUNO SANTANA DA SILVA
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ENRIC GRANZOTTO LLAGOSTERA
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Data: Aug 20, 2025
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Show Abstract
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Students with motor disabilities accounted for 163,790 or 0.35% of enrollments in Basic Education in Brazil in 2022. They need to be included in pedagogical activities on an equal basis with other students. This also applies to the use of games in education, requiring educators to plan inclusive pedagogical activities. The general objective of this work was to help educators identify digital educational games that are accessible to their students with motor disabilities in the upper limbs. A descriptive, exploratory, mostly quantitative study was conducted using the case study method. The case studied consisted of 33 digital educational games on Portuguese, Mathematics, Computational Thinking, Sciences, Geography, History, and Arts. In the first stage, two alternative procedures were proposed for identifying games with motor accessibility. In the second stage, the First Procedure proposed was executed for the 33 selected games. In the third stage, the same was done for the Second Procedure. In the fourth stage, the results and experiences of executing these procedures were compared in terms of time and cognitive effort required. The First Procedure was innovative because it focused the analysis on games commands and actions. The Second Procedure followed a traditional approach based on guidelines. The two proposed procedures can be used by educators during inclusive pedagogical planning at any level of education and in any curricular component, considering games on different platforms (smartphone, desktop, etc.). As a result of the comparison of these procedures execution, it is recommended to use the First Procedure because it is 2.72 times more efficient and appears to require less cognitive effort. The First Procedure identified 19 games (57.6%) classified as having a lower chance of being accessible, 8 games (24.2%) as having an intermediate chance, and 6 games (18.2%) as having a higher chance. In the Second Procedure, all 33 games analyzed were classified as having a lower chance of being accessible. The technical contributions were (1) a manual for identifying accessible educational digital games with the First Procedure and (2) a technical report of the results of Block 1 and 2 of the First Procedure for 33 games of the case study. This work can bring a positive social impact for students with motor disabilities inclusion in pedagogical activities with digital games, offering equal opportunities to learn and socialize these games compared to other students without disabilities.
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13
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VANESSA SOUTO BATISTA
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INTERACTIVE WORKSHEETS AS A MEDIATING TOOL IN ENGLISH LANGUAGE PRACTICE
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Advisor : ISMENIA BLAVATSKY DE MAGALHÃES
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COMMITTEE MEMBERS :
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CYBELLE SAFFA DA CUNHA PEREIRA SOARES
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ISMENIA BLAVATSKY DE MAGALHÃES
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KÁTIA CILENE DA SILVA MOURA
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Data: Aug 20, 2025
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Show Abstract
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This dissertation aims to evaluate the contributions of interactive online worksheets as a mediating tool for English language practice, applied to 9th-grade classes in a public middle school located in Extremoz, Rio Grande do Norte, Brazil. The theoretical framework draws on the principles of Almeida and Moran (2005) regarding active learning through digital media, Tori (2010) and Silva (2000) in the discussion of interactive environments and interactivity, and Prensky’s (2001) theory of digital natives within the perspective of digital literacy. To achieve this, a qualitative action research was conducted, involving the implementation of a didactic sequence using the interactive tool in the experimental group, while the control group followed a traditional methodology. Data collection included pre- and post-test questionnaires, participant observation, and analysis of students’ written productions. The results indicated that the use of interactive online worksheets fostered greater motivation, engagement in activities, and appreciation for digital resources; those results indicate the pedagogical potential of the tool. As a final product, an educational guide was developed with practical guidelines to help public school teachers create and apply this resource. The research contributes to the strengthening of innovative practices in English language teaching, expanding the pedagogical use of digital technologies within the context of public education.
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14
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ELAINE CRISTINA DA SILVA BATISTA
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DIGITAL LEARNING OBJECTS AS A PEDAGOGICAL RESOURCE IN THE LITERACY PROCESS OF CHILDREN IN THE EARLY YEARS
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Advisor : MARIA CRISTINA LEANDRO DE PAIVA
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COMMITTEE MEMBERS :
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DENNYS LEITE MAIA
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LEBIAM TAMAR GOMES SILVA
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MARIA CRISTINA LEANDRO DE PAIVA
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Data: Aug 21, 2025
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Show Abstract
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The global scenario suffered strong impacts due to the COVID-19 pandemic, making it impossible for face-to-face classes to continue, highlighting the use of digital resources to support remote teaching. In the midst of this crisis, numerous difficulties in the school environment were aggravated, among them, literacy. Given the wide variety of Digital Learning Objects available and the growing dynamics of production of these resources, we seek to offer literacy teachers subsidies that help them in the selection, evaluation and implementation of these tools in their pedagogical practices. This research aims to investigate Digital Learning Objects (ODA) aimed at the literacy process of children in the Early Years, as a pedagogical resource for teaching and learning. Specific objectives: identify existing types to support the literacy and literacy process; develop an evaluation trail that guides the selection, analysis and implementation of Digital Learning Objects from the perspective of literacy/literacy; validate the evaluation trail by analyzing the educational software Luz do Saber; develop a virtual learning environment with suggestions for available and free digital resources. The research is anchored in the studies of Freire (1996) Piaget (1998) Vigotsky (1988), Ferreiro (1997;1999; 2011), Sarmento (2005), Moran (Soares (2002; 2003; 2004; 2016;2017), Rojo and Moura (2012), Prensky (2001), Filatro (2004; 2008) and WILEY (2000). This is research of an applied nature. Regarding the objectives, it comprises exploratory research, with a qualitative approach. To achieve the outlined objectives, the procedures were organized into five major stages: the first referred to a systematic review of the literature, in which we sought to survey scientific production related to the current state of knowledge about digital technologies as a pedagogical resource. in the process of children's literacy and literacy; the second covered the survey and mapping of existing digital Learning Objects; the third was dedicated to the development of an Assessment Track instrument to support the selection, evaluation and implementation of ODA, considering, above all, the factors of the pedagogical point in balance with the factors of a technical nature, for the literacy process based on knowledge and guidelines from the BNCC and the annex Computing in Basic Education - Complement to the BNCC, the fourth stage will include the analysis of the Luz do Saber software and the Graphogame application and the fifth stage will comprise the systematization of the results. As a result of the research, a virtual learning environment aimed at literacy teachers will be developed, aligned with the skills set out in the BNCC, including pedagogical recommendations for the use of these resources, with the aim of contributing to the continued training of teachers and offering indications that suit the proposal to teach literacy, integrating digital resources into pedagogical practices.
Keywords: Literacy; Literacy; Digital Learning Objects.
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15
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WENDRESSON CHRISTIAN LOURENÇO DE CARVALHO
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OHMLY: Development and Application of an Arduino-Based Didactic Kit for Teaching Ohm's First Law in Youth and Adult Education (YAE)
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Advisor : AQUILES MEDEIROS FILGUEIRA BURLAMAQUI
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COMMITTEE MEMBERS :
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AQUILES MEDEIROS FILGUEIRA BURLAMAQUI
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GUSTAVO FONTOURA DE SOUZA
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RAUL BENITES PARADEDA
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Data: Aug 22, 2025
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Show Abstract
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Given the growing emphasis on the use of digital technologies in the educational context, their potential for interdisciplinary integration across different fields of knowledge stands out, enabling learners to engage in practical experiences that foster protagonism in the teaching and learning process. In this context, the present study investigates the effectiveness of using technologies, particularly those based on the Arduino platform, in Physics education, aiming to make the learning of Ohm’s First Law more meaningful for students in the third period of Youth and Adult Education (EJA) at a public school in the municipality of Extremoz RN, Brazil. The investigation is grounded in the Theory of Meaningful Learning by David Ausubel (2003), based on the contributions of Marco Antônio Moreira (2023), as well as on the principles of Paulo Freire’s (1996) critical pedagogy, which advocates for a dialogical, contextualized, and emancipatory education. Considering the specific characteristics of EJA students, who often face challenges such as gaps in mathematical knowledge, extended time away from formal education, and work overload, the study adopted the Design Science Research methodology, which is guided by the development and evaluation of artifacts aimed at solving real-world problems through educational technological solutions. With a qualitative approach, the study resulted in the creation of the product of this research: a didactic kit composed of simple electronic components based on the Arduino board. This artifact, named OHMLY, was designed to bring Physics content closer to the students’ reality, promoting a more contextualized, participatory, and meaningful learning experience. By offering hands-on activities, the kit aimed to increase engagement and foster a more concrete understanding of the physical concepts involved. The results obtained at the end of the implementation indicated that the use of OHMLY contributed significantly to enhancing student engagement and improving their understanding of Ohm’s First Law. It is concluded that the OHMLY kit achieved its objectives, providing greater conceptual clarity to the learners and encouraging their active participation throughout the teaching and learning process.
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16
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BARTIRA DUNKE DE MELLO PEREIRA
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An escape room game to assess abstract thinking about high school biochemistry and sustainability content
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Advisor : BRUNO SANTANA DA SILVA
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COMMITTEE MEMBERS :
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AIRTON ARAÚJO DE SOUZA JÚNIOR
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BRUNO SANTANA DA SILVA
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ELIZEU ANTUNES DOS SANTOS
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KLEBER TAVARES FERNANDES
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Data: Aug 22, 2025
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Show Abstract
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People must understand the physical, chemical, and biological characteristics present in environmental dynamics to promote sustainable development that respects the balance of these dynamics with fewer negative impacts on the environment. Achieving this goal becomes even more complicated when students face learning difficulties in Natural Sciences. One of the challenges in this area is abstraction. In this context, the Game-Based Learning methodology can be used to learn content, develop competencies and skills, and assess the learning process. Escape Rooms are a type of game that has been explored in Natural Sciences teaching because they present challenges for students to solve, applying relevant content, competencies, and abilities to the teaching and learning process. Among Natural Sciences subjects, Biochemistry is a key area of Biology for promoting sustainable development, as it studies how the set of inanimate molecules constitutes living organisms, maintaining and perpetuating life governed solely by chemical and physical laws. Studying this area requires students to frequently utilize their abstraction skills. A research question thus arises: How can escape room games be used to assess students' abstract thinking skills regarding biochemistry and sustainability in high school? The overall objective of this study was to investigate the use of an escape room (ER) game as an assessment tool for abstract thinking skills regarding biochemistry and sustainability in high school. To this end, an exploratory, qualitative, and descriptive study was conducted, organized in four stages. The first stage involved a systematic literature review to investigate how escape room games have been used in the study of biology, physics, and chemistry. The second stage resulted in the technical product of this research, an escape room game about biochemistry and sustainability in high school. The third stage presented a proposal for using this game as a diagnostic assessment tool, with considerations regarding planning, the equivalence of challenges with a traditional assessment, the types of records that can be made, the correction of possible responses, and the limits for assessing students' abstract thinking skills. The conclusion was that the proposed game assessment is comparable to a traditional written test to assess whether students have achieved the learning objectives. However, both have limitations for a more accurate diagnosis of abstract thinking ability when students are unable to achieve the expected learning objectives. The fourth stage involved investigating the game's applicability with students, which yielded positive results regarding motivation, fun, and attention, but negative results regarding stress. Most participants stated that they would recommend the game to their teachers. Therefore, this work contributed to the use of an ER-type game as an assessment tool, fostering diversity in teaching practices in Biochemistry.
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17
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MARIA JOSE MOREIRA DA SILVA
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DIGITAL GAMES FROM THE MEC RED PLATFORM FOR LITERACY: AN ANALYSIS BASED ON THE PSYCHOGENESIS OF WRITTEN LANGUAGE.
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Advisor : ARLETE DOS SANTOS PETRY
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COMMITTEE MEMBERS :
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ARLETE DOS SANTOS PETRY
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MARIA CRISTINA LEANDRO DE PAIVA
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LEBIAM TAMAR GOMES SILVA
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Data: Aug 25, 2025
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Show Abstract
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Considering the educational reality of Brazil, whose illiteracy rates remain worrying, and the recognized contributions of digital games to learning, this research aims to answer the following research question: what are the potential contributions and limitations of the digital games available on the MEC Digital Educational Resources Platform for the literacy cycle? Therefore, it analyzes the digital games available on the MEC Digital Educational Resources Platform related to 1st and 2nd grades of elementary school – early years. This study elects as specific objectives: to identify the digital games available on the MEC platform recommended for 1st and 2nd grades; and to analyze the selected digital educational games from that platform. This study has as bases Alves (2016), Ferreiro (2011), Ferreiro e Teberosky (2007), Frade et al. (2018), Freire (1989, 2006), Kishimoto (2017), Leal (2020), Morais (2005, 2006, 2014, 2022), Petry (2014), Prensky (2012), Ramos e Pimentel (2021), Soares (2023, 2004a, 2004b), Weisz (2004, 2014) and as theoretical approach constructivist and socioconstructivist. As for the methodology, this is an applied research with a qualitative approach, and exploratory research with some bibliographic and documentary procedures. For the analysis of the selected games, it presents a Protocol for the Evaluation of Digital Educational Games for Literacy, based on evaluation instruments proposed by Coutinho (2017), Santos (2018) and Vilarinho & Leite (2015). It develops yet a didactic guide composed of reflections and suggestions based on a pedagogical perspective for designers of digital educational games focused on literacy.
Keywords: literacy; digital educational games; MEC Platform for Digital Educational Resources.
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18
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MELQUISEDEQUE JACOB ALVES
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EDUCATIONAL ROBOTICS AS A RESOURCE FOR SCHOOL ENGAGEMENT IN RELIGIOUS EDUCATION CLASSES
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Advisor : AQUILES MEDEIROS FILGUEIRA BURLAMAQUI
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COMMITTEE MEMBERS :
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AQUILES MEDEIROS FILGUEIRA BURLAMAQUI
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GUSTAVO FONTOURA DE SOUZA
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IRENE DE ARAUJO VAN DEN BERG SILVA
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Data: Aug 25, 2025
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Show Abstract
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Religious Education is a curricular component regulated since the 1988 Constitution, however, more than 35 years after its provision in law, it still causes discomfort and disengagement in the school environment. The present research aims to investigate whether it is possible to promote school engagement in Religious Education classes using Educational Robotics as a pedagogical resource. The research is being developed with students in the 8th year of Elementary School, from Escola Municipal Professor Amadeu Araujo, a public school in Natal, located in the north of the city. The research will develop two teaching sequences using educational robotics kits (Arduino Uno and Lego EV3) as a pedagogical resource to provide school engagement. Data collection will be carried out by applying a semi-structured questionnaire to teachers and students; interviews and observations. The questionnaire applied to teachers will aim to identify whether or not Digital Technologies are used during Religious Education classes. This may provide an opportunity to reflect on what space new teaching methodologies and digital technologies have occupied in their teaching practice. This way, they will be able to reflect and seek to understand how to integrate technological resources into the curriculum. With the students, a questionnaire will initially be administered to check the class' level of engagement and at the end of the practical activities it will be reapplied to check whether there has been an improvement in school engagement. During classes with educational robotics, students will be able to develop skills such as problem solving, critical thinking, active and collaborative learning, stimulating creativity and innovation. Like all human research, this involves risks. The risks of this research are minimal for participants. Among the risks that will be exposed, we can highlight the material and emotional ones. The research approach will have a qualitative focus and the methodological procedures will have nuances of action research. Finally, it is expected that the research will provide teachers and students with a motivating experience and promote the expected engagement during Religious Education classes.
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19
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MORGANA SOUSA DE MELO
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ACTIVE METHODOLOGIES USING DIGITAL TECHNOLOGIES IN PORTUGUESE LANGUAGE TEACHING: A PROPOSAL FOR TEACHER TRAINING
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Advisor : LUCELIO DANTAS DE AQUINO
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COMMITTEE MEMBERS :
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JACIARA LIMEIRA DE AQUINO
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LUCELIO DANTAS DE AQUINO
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MARIA CRISTINA LEANDRO DE PAIVA
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WILLIAM BRENNO DOS SANTOS OLIVEIRA
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Data: Aug 27, 2025
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Show Abstract
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The teaching of Portuguese is essential, but many students face difficulties in reading, interpreting and producing texts, which compromises engagement and performance (Antunes, 2003). These difficulties may be linked to the lack of methodologies that make learning more meaningful, dynamic, and innovative. To this end, the present research aims to analyze a proposal for teacher training based on active methodologies with the use of digital technologies for the promotion of pedagogical practices for the teaching of Portuguese Language. It is based on the light of scholars who discuss the teaching and learning of the Portuguese language (Travaglia, 1996; Bakhtin, 2003; Antunes, 2003; Rojo, 2020), active methodologies (Almeida; Valente, 2011; Camargo; Daros, 2018; Bacich; Moran, 2018; Moran, 2019); and, Digital Information and Communication Technologies - TDIC (Prensky, 2001; Kenski, 2012; Brackmann, 2017; Prado and Rocha, 2018), and among others. The methodology of this research contemplates the qualitative approach, whose type of research is characterized as action research, based on the inductive method. The instruments for data collection and analysis were the application of online questionnaires, as well as the records of the field diary of the formative experience. Thus, the results obtained in this research show that teacher training provides significant contributions to the development of skills and competencies of Letters professionals, for the creation of authorial educational practices based on active methodologies with digital technologies in the teaching of Portuguese Language. In this way, it is understood that it is through these formative actions that it is possible to transform the teaching of the Portuguese language, making it more dynamic, meaningful and innovative in order to meet recent educational demands.
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20
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LIDIANE CARLA DE MOURA
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TEACHERS' CREATIVE LEARNING: A TRAINING PROPOSAL FOR MATHEMATICS TEACHERS IN THE EARLY YEARS OF ELEMENTARY SCHOOL
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Advisor : DENNYS LEITE MAIA
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COMMITTEE MEMBERS :
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APUENA VIEIRA GOMES
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DENNYS LEITE MAIA
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EDNEIDE DA CONCEICAO BEZERRA
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EURIVALDA RIBEIRO DOS SANTOS SANTANA
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Data: Aug 27, 2025
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Show Abstract
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The teaching of Mathematics in Brazilian Basic Education faces significant challenges, especially in promoting the resolution of real-world problems and the development of logical-mathematical reasoning. The low performance rates highlight the need to incorporate innovative methodologies and approaches that stimulate more meaningful learning. In this context, the present research focuses on Creative Learning, understood as a powerful and transformative pedagogical approach, primarily based on Resnick's Learning Spiral (2020) — imagine, create, play, share, reflect, and imagine again. Although also inspired by the principles of the Four Ps (projects, peers, passion, and play), it is the spiral that dynamically and cyclically guides the entire formative process and the elaboration of meaningful pedagogical practices. The relevance of the study lies in its contribution to the training of teachers who teach Mathematics in the early years of elementary school, a group that often faces insecurities and difficulties in teaching this subject. The guiding question defined was: What is the contribution of Creative Learning to the training of teachers who teach Mathematics? The general objective is to analyze how this approach can contribute to more effective teacher training. The specific objectives include: i) identifying the training needs of early elementary school teachers at a municipal school; ii) developing in-service training based on teaching sequences grounded in Creative Learning; iii) evaluating the training model in teaching practice; and iv) creating a guide for the training model. The theoretical framework is based mainly on the contributions of Mitchel Resnick (2020) on Creative Learning, with an emphasis on the Learning Spiral, and on the studies by Nacarato (2010) focused on the training of teachers who teach Mathematics. The research adopts the action research methodology, favoring the collective construction of knowledge through a collaborative relationship between the researcher and the participating teachers. Embedded in a qualitative approach, it seeks a deep and contextualized understanding of teaching practices, allowing for situated interpretations of the qualitative aspects of the formative intervention. The nature of the research is applied, as it emphasizes solving practical issues and generating useful knowledge for real contexts. Its character is exploratory, aiming to deepen the understanding of teaching practices and propose new perspectives and solutions to educational challenges. For data collection, a diagnostic questionnaire will be applied to identify teachers' training needs, supporting the implementation of the training based on Creative Learning. During the research stages, video and image recordings, observations, field diary notes, and the collection of participants' productions will be carried out. The resulting educational product will be a teaching guide containing a formative model structured in teaching sequences for early elementary school teachers, with a focus on integrating Creative Learning into the teaching of Mathematics. It is hoped that the investigation will identify concrete contributions of Creative Learning to teacher training, encouraging more engaging pedagogical practices adapted to students' learning processes, while also promoting reflection and transformation in teachers' pedagogical work.
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21
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ANDRESSA JULLY BENTO DE MEDEIROS SILVA
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Building a Pedagogical Proposal for the Hybrid Education Innovation Network (RIEH) in the State of Rio Grande do Norte: Applying Instructional Design as a Pedagogical Strategy.
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Advisor : AKYNARA AGLAE RODRIGUES SANTOS DA SILVA BURLAMAQUI
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COMMITTEE MEMBERS :
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ADJA FERREIRA DE ANDRADE
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AKYNARA AGLAE RODRIGUES SANTOS DA SILVA BURLAMAQUI
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FRANCISCO DANTAS DE MEDEIROS NETO
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KÁTIA CILENE DA SILVA MOURA
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Data: Aug 27, 2025
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Show Abstract
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We live in a rapidly changing society where technology plays a crucial role. Hybrid Education emerges as a significant opportunity to foster active learning, even beyond the traditional classroom setting. In Rio Grande do Norte, despite curriculum frameworks already highlighting the need for hybrid learning, a suitable Pedagogical Proposal adapted to this reality is still lacking. This research aimed to answer the question: what contributions can a pedagogical proposal offer, especially to High School education in Rio Grande do Norte, with a view to Hybrid Education? The general objective was to develop a pedagogical proposal with the active participation of teachers and pedagogical advisors, through action research within the state's Hybrid Education Network, using instructional design as a methodology. The research adopted a qualitative approach, seeking a contextualized analysis of issues related to teaching practices linked to Hybrid Education, promoting collaboration between the researcher and the educators involved in the Innovation Network for Hybrid Education (RIEH). The main findings revealed that, while the conceptual understanding of hybrid education among network professionals largely aligns with its premises, translating this understanding into effective pedagogical practice remains a challenge. The integration of online activities is intermittent, and models like "Flex" or "A La Carte" are incipient or nonexistent in the network's methodological repertoire, despite familiarity with "Flipped Classroom" and "Station Rotation." Technological infrastructure, though showing near-universal connectivity, has only "reasonable" internet quality and a scarcity of computer labs, devices, and recording studios, severely restricting the full implementation of hybrid education. Furthermore, continuing teacher training focuses on handling digital tools, demanding capacity building on hybrid learning pedagogical strategies, designing meaningful activities, and, primarily, the principles of Instructional Design. This Pedagogical Proposal for the Innovation Network for Hybrid Education in Rio Grande do Norte, developed from observations of past experiences and directed at High School Night teachers and Educational Technology Support Nucleus advisors from the Regional Education Directorates (DIREC), with an analysis of completed forms, is expected to contribute to the pedagogical and formative process of teachers in the state. The proposal is grounded in contextualized instructional design, following Filatro's (2023) perspective.
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22
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JARINETE ARAÚJO DA SILVA
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TEACHER TRAINING FOR THE DEVELOPMENT OF COMPUTATIONAL THINKING SKILLS WITH SCIENTIFIC OLYMPIADS
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Advisor : CHARLES ANDRYE GALVAO MADEIRA
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COMMITTEE MEMBERS :
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NARA MARTINI BIGOLIN
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ANDRE MAURICIO CUNHA CAMPOS
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CHARLES ANDRYE GALVAO MADEIRA
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ISABEL DILLMANN NUNES
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Data: Aug 28, 2025
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Show Abstract
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Currently, society is undergoing several transformations, driven by scientific, technological, and cultural advances, which significantly alter human relationships. The contemporary job market has valued problem-solving skills and socio-emotional competencies, known as soft skills. Therefore, the profile of 21st-century professionals has changed, requiring characteristics such as creative thinking, resilience, flexibility, and leadership. However, the current educational model still neglects these competencies, remaining centered on traditional teaching, focused primarily on content transmission. In this context, public policies have recognized Computational Thinking as an effective tool for developing problem-solving skills and abilities, making it indispensable for the formation of critical and reflective citizens. Among the various pedagogical strategies that can be adopted in the classroom, Science Olympiads stand out, already present in schools, albeit in a limited form. They present a promising alternative for promoting, across the board, the development of Computational Thinking. Thus, there is an urgent need to train teachers on a large scale and in various fields of knowledge, enabling them to foster these skills in students. This is where the Rio Grande do Norte Computational Thinking Program (Pensa-RN) comes in, helping to transform this reality. The program offers continuing education courses for educators, initially in-person, then remotely due to the COVID-19 pandemic. Currently, it has expanded to distance learning (DE), focusing on developing Computational Thinking skills. Therefore, the following research question arises: how can we promote teacher training capable of developing Computational Thinking competencies and skills, with applicability in the Science Olympiads?Thus, the research aims to propose distance learning teacher training focused on developing skills and abilities in Computational Thinking, using the Science Olympiads as a structuring axis. Methodologically, this is action research, in which the researcher adopts a collaborative approach with the participants. Objectives: The research is exploratory, adopting a qualitative approach and an applied approach. To support the proposal, a systematic literature review was conducted to understand the scientific community's current research on Computational Thinking teacher training, using the Science Olympiads as a reference. The training proposal was developed using the Moodle platform, offered to Basic Education teachers and hosted by Pensa-RN. In addition, we produced an e-book guide on the teaching sequence model to support future training initiatives. The main contributions of this training include the adoption of new strategies based on active methodologies and improvements in teachers' pedagogical practices, as students began to apply Computational Thinking concepts in the classroom. Furthermore, the training provided greater confidence in applying these concepts in an educational context.
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23
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LUCAS ALEIXO DE MEDEIROS
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THE STEAM APPROACH IN TEACHING PHYSICAL CHEMISTRY TO HIGH SCHOOL STUDENTS
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Advisor : DENNYS LEITE MAIA
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COMMITTEE MEMBERS :
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AYLA MÁRCIA CORDEIRO BIZERRA
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DENNYS LEITE MAIA
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FLAVIA ROLDAN VIANA
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Data: Aug 28, 2025
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Show Abstract
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The teaching of Physical Chemistry plays an essential role in shaping critical citizens, as it is directly linked to understanding everyday phenomena and the technological development of society. However, traditional instruction, marked by an excessive emphasis on mathematical formalism and the decontextualization of content, hinders learning and reduces student interest. In rethinking this model, the STEAM approach (Science, Technology, Engineering, Arts and Mathematics) emerges as a possibility to promote interdisciplinary practices that place students at the center of the teaching and learning process. This study sought to answer the following research question: What are the impacts of implementing the STEAM approach on the teaching of Physical Chemistry concepts in High School? Based on this question, the general objective was defined as: to analyze how the STEAM approach contributes to the learning of Physical Chemistry by second-year High School students. The specific objectives were: (I) to map teaching strategies and practices based on the STEAM approach applied to the teaching of Physical Chemistry; (II) to design and implement an interdisciplinary pedagogical practice based on the STEAM approach, aimed at developing specific and general skills; and (III) to assess the impact of this approach on students’ engagement, motivation, and conceptual understanding. The theoretical framework considered aspects related to science teaching, the learning difficulties in Physical Chemistry, the STEAM approach, and the competencies outlined in the Brazilian National Common Curricular Base (BNCC). This qualitative research was conducted through action research procedures and employed the active methodology of Project-Based Learning (PBL) to plan and execute a didactic sequence applied in a private school in Greater Natal, RN, Brazil. Participants were 37 second-year High School students, including learners with Autism Spectrum Disorder (ASD) and Attention Deficit Hyperactivity Disorder (ADHD), which required inclusive pedagogical practices. Data collection instruments included photographic and audiovisual records, field diaries, students’ productions, assessment rubrics, classroom observations, and interviews. As educational products, an innovative Teaching Guide for Chemistry teachers—presenting strategies and resources for applying the STEAM approach to Physical Chemistry—and the didactic sequence developed during the research were produced. The results indicate that the integrated application of the STEAM approach and PBL made it possible to address concepts such as Thermodynamics, Electrochemistry, Chemical Kinetics, and Gases in a contextualized and interdisciplinary manner, fostering conceptual understanding, connections with real-world situations, and the development of competencies such as critical thinking, problem-solving, creativity, and collaboration. It is expected that this work will contribute to the implementation of innovative practices in Basic Education, strengthening meaningful learning in Physical Chemistry and promoting student protagonism.
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24
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YARA CAMILA MACEDO LOPES
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Pedagogical Evaluation of Digital Math Games for the 3rd Grade of Elementary School on the ColabEduc Platform
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Advisor : AKYNARA AGLAE RODRIGUES SANTOS DA SILVA BURLAMAQUI
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COMMITTEE MEMBERS :
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AKYNARA AGLAE RODRIGUES SANTOS DA SILVA BURLAMAQUI
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ANA LIZ SOUTO OLIVEIRA
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JOSE GUILHERME DA SILVA SANTA ROSA
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KLEBER TAVARES FERNANDES
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Data: Aug 28, 2025
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Show Abstract
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Educational digital games have been increasingly incorporated into classrooms due to their potential to promote meaningful learning, especially when planned with pedagogical intentionality. When developed with a focus on clear educational objectives, these games can produce positive outcomes in the teaching and learning process. However, to achieve such results, it is essential that the games undergo a rigorous pedagogical evaluation. This process analyzes the effectiveness of the games in the educational context, considering their capacity to contribute to the development of the skills and competencies outlined in curricular guidelines. In this context, the present research aims to carry out a pedagogical evaluation of educational digital games in Mathematics designed for the 3rd grade of Elementary School I, available on the ColabEduc platform, a collaborative system for game development. The adopted methodology is qualitative, applied, and exploratory, including a Systematic Literature Review to support the construction of the pedagogical evaluation instrument. As a final product, a guidance manual was developed for teachers and developers, containing a didactic step-by-step with suggestions to enhance the educational digital games available on ColabEduc. The application of the instrument and the analysis of the games, even on a small scale, made it possible to improve the pedagogical quality of some of the resources analyzed, in addition to leaving a permanent contribution through a model evaluation tool and a practical guide that can be used by teachers in different contexts and by developers when creating educational digital games.
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25
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FRANCISCA SORAYA RODRIGUES DE MACEDO FARIAS
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DIGITAL COMPETENCIES IN HIGHER EDUCATION TEACHING:A UFRN STUDY THROUGH THE LENS OF DIGCOMPEDU
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Advisor : APUENA VIEIRA GOMES
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COMMITTEE MEMBERS :
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SUSANA HENRIQUES
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APUENA VIEIRA GOMES
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DENNYS LEITE MAIA
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Data: Aug 29, 2025
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Show Abstract
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In an increasingly interconnected and dynamic world, where information circulates rapidly, developing digital pedagogical competencies that foster meaningful learning and student engagement by integrating Digital Information and Communication Technologies into the educational process is fundamental. In this context, Brazil's National Digital Education Policy aims to prepare citizens to face the challenges of digital transformation, developing essential digital competencies for both the professional world and life in an increasingly technological society. Considering that the Federal University of Rio Grande do Norte (UFRN) has a department responsible for the continuing education of its staff, this research seeks to answer the following question: How has the continuing education provided to UFRN faculty contributed to the development of their digital pedagogical competencies? To address this question, the general objective of this research is to propose guidelines for improving the continuing education programs offered to UFRN, based on identified gaps and training needs in digital pedagogical competencies, utilizing the DigCompEdu framework. Specific objectives include: a) analyzing the course plans offered by PROGESP (UFRN's Pro-Rectory of People Management) to UFRN over the past three years to identify which digital competencies were addressed; b) analyzing the current level of digital pedagogical competencies among UFRN faculty based on the DigCompEdu framework; and c) developing a diagnosis outlining the weaknesses and primary training needs for UFRN faculty based on DigCompEdu. The theoretical framework for this research encompasses themes such as faculty training, teaching competencies, digital teaching competencies, self-assessment instruments, and the DigCompEdu model. This framework is complemented by a systematic literature review describing existing knowledge on the subject in Brazil and abroad. The methodology is based on mixed methods, employing a sequential explanatory design to compare the institutional perspective with faculty self-perception. Data collection involved: a) document analysis of course plans offered to UFRN faculty over the past three years; and b) a DigCompEdu survey (Check-in) to map faculty digital competencies. Data analysis utilized: a) content analysis based on Saldana's coding method; and b) descriptive statistical analysis of the survey results. As a result, the research identifies weaknesses in the training programs offered by UFRN concerning the Assessment digital pedagogical competency, which was also confirmed as the lowest-scoring digital competency among Check-in respondents. Conversely, the most frequently addressed digital pedagogical competency in the courses was Teaching and Learning, which also emerged as the highest-scoring area among respondents in the DigCompEdu diagnostic analysis. The results of these analyses informed the development of guidelines, which comprise a technical report, the product of this research. It is expected that this product will contribute to decision-making regarding future digital competency training programs offered by UFRN. Thus, this research can positively assist not only in the continuing education of faculty at UFRN but also in other institutions that adopt the same method, thereby promoting digital inclusion and the transformation of these professionals' pedagogical practices.
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26
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CARLOS ARTUR SANTOS GUIMARÃES
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INTEGRATING COMPUTATIONAL THINKING INTO THE CURRICULUM BY TEACHER TRAINING BASED ON DIGITAL GAME DEVELOPMENT
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Advisor : CHARLES ANDRYE GALVAO MADEIRA
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COMMITTEE MEMBERS :
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CHARLES ANDRYE GALVAO MADEIRA
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KLEBER TAVARES FERNANDES
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EDUARDO HENRIQUE DA SILVA ARANHA
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RODRIGO LINS RODRIGUES
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Data: Sep 4, 2025
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Show Abstract
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Computational Thinking (CT) is emerging as a transversal competency in the 21st century, requiring its effective integration into Brazilian basic education. However, current teacher training presents significant gaps in enabling teachers to implement CT pedagogically. This dissertation addresses this issue by developing and evaluating a CT teacher training program that uses digital games as a promising pedagogical tool for skill development, aligned with the National Common Curricular Base (BNCC), and specifically, its Computing Annex. Methodologically, the research employs a mixed approach, combining a systematic literature review (SLR) and the development of a teacher training program. SLR, following the Kitchenham and PRISMA protocols, analyzed studies published between 2014 and 2024, confirming the effectiveness of games in developing CT skills in various audiences. Design Science Research (DSR), in turn, guided the iterative development of the training, ensuring the creation of an innovative and empirically validated artifact. The TPACK (Technological Pedagogical Content Knowledge) model underpinned the training structure, integrating technological, pedagogical, and content knowledge. The training program, an integral part of the Rio Grande do Norte Computational Thinking Program (PENSA-RN), is structured in five sequential modules, totaling 60 hours. Its design aims for an integrated progression of the TPACK domains, using the creation of digital games as a central axis to promote an interdisciplinary and practical approach. The activities, focused on active and collaborative methodologies, encourage teachers to use tools such as Scratch to develop educational games that integrate PC concepts and curricular content. Preliminary results from the training implementation demonstrate the model's potential. Of an initial cohort of 225 participants, 155 did not access the virtual environment in the first week, highlighting initial challenges with engagement and familiarity with the platform. The implementation of a model comprising a researcher and three dedicated tutors, with two webinars per week, and communication via WhatsApp (including a collaborative support group) was crucial. In the third week, the number of non-accesses dropped to 68, indicating a significant improvement in engagement. This experience underscores the importance of providing continuous and adaptive support to overcome technical and pedagogical challenges. Thus, the training empowers teachers to update their pedagogical practices, integrate PC in an interdisciplinary way, develop essential technical skills, and create educational digital games. Consequently, it is expected to improve students' problem-solving, critical thinking, creativity, and engagement skills, preparing them for the challenges of a digitalized world. The research contributes to a sustainable and low-cost model, using free solutions, for PC teacher training in Brazil.
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27
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GABRIEL VIEIRA BARRETO
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Programming Logic for Deaf Students in Basic Education: Design and Prototyping of a Digital Educational Resource
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Advisor : FLAVIA ROLDAN VIANA
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COMMITTEE MEMBERS :
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FLAVIA ROLDAN VIANA
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ISABEL DILLMANN NUNES
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GRAZIELA FERREIRA GUARDA
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Data: Sep 5, 2025
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Show Abstract
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The development of Computational Thinking (CT) has been a constant topic in discussion forums addressing Computer Science education in Basic Education. In 2022, with the publication of Resolution No. 1 of October 4, 2022, along with the BNCC Complement document - Computing, this education became a mandatory part of the national school curriculum. In Brazil, access to technological resources appropriate to students' needs is quite unequal, and when we consider deaf students, this inequality is even more pronounced. Deaf students, whose preferred language is Libras, as established by Law No. 10,436 of April 24, 2002, must be provided with resources that recognize and address their linguistic differences. Therefore, this research is based on the ideal of deaf education guided by a bilingual approach (Libras-Portuguese), which considers that any and all resources intended for deaf students should be presented primarily in Libras, with Portuguese as a second language. Based on the above, this research focuses on the design and prototyping of a bilingual digital educational resource aimed at developing Computational Thinking skills in deaf students in basic education. Therefore, the following research question was formulated: What are the essential characteristics of educational software aimed at supporting the development of Computational Thinking in deaf students? Based on this, the following general objective was defined: to develop an interactive prototype of bilingual educational software (Libras-Portuguese) for deaf students, focusing on the development of Computational Thinking through block programming. To achieve this goal, the following specific objectives are defined: (i) identify essential characteristics of educational software for PC development through block programming; (ii) investigate the essential characteristics of bilingual educational software (Libras-Portuguese); (iii) systematize the resource development process from its conception to the prototyping stage; (iv) conduct a reception study of the educational software prototype with the deaf community to observe its applicability and potential uses. Based on the ideas of Wieringa (2009) and Pimentel et al. (2020), this research adopts the epistemological-methodological approach of Design Science Research (DSR), with the regulatory cycle as the research stages. To validate the resource's suitability for its target audience, a validation process was conducted with experts in deaf education and computer science education. As a result, the research presents the resource development process, from the conception phase to prototyping. The main result of this research was the interactive prototype of bilingual educational software (Libras-Portuguese). This prototype demonstrates the integration of block programming with sign language, allowing deaf students to develop Computational Thinking skills. The reception study with the deaf community reveals the level of acceptance of the prototype, its usability, and the clarity of the instructions and concepts presented in Libras, identifying the resource as intuitive and engaging for the target audience. The results of the validation with experts in deaf education and computer science teaching provided critical insights into the pedagogical and technical adequacy of the prototype. This feedback confirms the relevance of the resource, highlights necessary improvements, and validates the essential characteristics identified as effective.
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28
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ANDREIA SALES DE FREITAS
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Intercomprehension and digital and unplugges games in 8th grade portuguese language classes : implication for the development of reading comprehension skills
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Advisor : SELMA ALAS MARTINS
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COMMITTEE MEMBERS :
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CHRISTIAN JEAN MARIE REGIS DEGACHE
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KLEBER TAVARES FERNANDES
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SELMA ALAS MARTINS
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Data: Sep 18, 2025
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Show Abstract
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Considering the importance of working with reading comprehension - an essential competence not only to interpret the message of a text, but also to understand the world that surrounds us - and considering that students arrive at Elementary School Final Years without the mobilization of strategies for the understanding of utterances, adding to the recurrent during the activities in Portuguese language classes, this research developed two didactic sequences integrated by digital and unplugged plurilingual games in order to develop the competence of reading comprehension and increase the students' engagement. In this sense, this study has as general objective: to investigate the implications of the use of intercomprehension and digital and unplugged games for the development of reading comprehension competence and for the engagement of students of the 8th year of in Portuguese language classes. The theoretical foundation was based on concepts of reading comprehension (Antunes, 2003; Giasson, 1993; Kleiman, 2014), learning strategies (O'Malley, Chamot 1990; Solé, 1998), competences ( Perrenoud, 1999, 2000, 2002; Zabala; Arnau, 2010), digital games and unplugged (Brackmann, 2017; Prensky, 2012; Pimentel, 2021) and intercomprehension (Candelier, 2003, 2008; Degache, 2003, 2012; Capucho, 2004, 2013). Regarding the methodology, the research is qualitative, exploratory in nature as to objectives and with reference to procedures it is an action research (Tripp,2005). Initially, we developed the two didactic sequences (Zabala, 1998), with digital and unplugged plurilingual games; then we applied the instruments for data collection: semi-structured interview, questionnaire, observation of the researcher teacher and registration of students' impressions. The results suggest that the pedagogical practices that integrate intercomprehension and digital and unplugged games stimulate the students' protagonism, besides contributing to the development of the reader’s understanding. Finally, we developed an e-book as a technological product of the research, with the objective of detailing the didactic sequences developed, thus enabling the proposal to be replicated and adapted by other teachers in different educational contexts.
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29
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TAÍSE FERREIRA DA ROCHA
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INNOVATIVE PRACTICES FOR TEACHING FRENCH AS A FOREIGN LANGUAGE: STUDENTS’ WRITTEN PRODUCTION THROUGH INTERACTION WITH ARTIFICIAL INTELLIGENCE
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Advisor : CELIA MARIA DE ARAUJO
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COMMITTEE MEMBERS :
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CELIA MARIA DE ARAUJO
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ILANE FERREIRA CAVALCANTE
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SELMA ALAS MARTINS
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Data: Sep 20, 2025
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Show Abstract
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This research investigated the use of images generated by Artificial Intelligence (AI) with the support of digital tools as a pedagogical resource in the teaching of French as a Foreign Language (FFL). The objective was to understand how the intentional use of these images could foster students' creativity in written production, through visual stimuli that awaken new ideas, narrative paths, and forms of expression. The focus was on the relationships between these images and the texts produced by the target group of students linked to the FUNCERN language center, taking into account the challenges they faced in reaching the proficiency levels of the Common European Framework of Reference for Languages (CEFR), especially in constructing detailed descriptions, articulating ideas, and using more complex structures. The productions were analyzed based on the criteria of the Défi 2 material from Édition Maison des Langues and compared with the CEFR descriptors, which allowed verification of proximities and distances relative to the expected competencies at the A2/B1 level. The research was conducted in the context of the researcher’s own virtual classroom, based on the observation of recurring obstacles in students’ writing: vague descriptions, limited vocabulary richness, and difficulties in textual organization. The entire implementation was carried out as action research, following the proposal by Thiollent (1986) and the action-reflection-action cycle of Lewin (1946), including, at the end, the application of a questionnaire composed of closed questions, analyzed through the Likert Scale, and open questions, subjected to discourse categorization. The theoretical framework gathered authors who address the presence of technology in the learning process, such as Papert (1980), and the importance of creativity as an essential part of classroom work, such as Stein (1953), for whom creativity is a process that generates something new and valuable for a social group. The personalization of proposals and the encouragement of students’ autonomy were inspired by the ideas of Courtillon (2014) and Knowles (1980). Vygotsky (1987) and Souza (2010) contributed to the understanding of language as social mediation, while Rojo (2001, 2012) and Rojo and Moura (2019) highlighted multiliteracies and criticality in the use of technologies. Simondon (2007) provided philosophical foundations for the notion of image as an immanent mediation of human experience. The understanding of the symbolic role of images was supported by Santaella (2001), Eco (2003), and Peirce (1999). The digital tool used was Mídia Mágica, integrated into the Canva platform, which allowed students to generate images based on textual descriptions produced by themselves. The visual and semantic quality of these images was directly related to the formulation of the prompts, requiring precision and clarity in writing, as discussed by Silva (2023) and Rombach et al. (2022) in their studies on diffusion models and visual generation through artificial intelligence. The images, generated from textual descriptions, proved potentially capable of functioning as stimuli for more creative, complete, and coherent rewritings, suggesting the existence of a visual-textual cycle between written production and image representation. The results indicated that the use of images contributed to expanding students’ linguistic repertoire, favoring discursive organization, and generating greater engagement in activities, with a direct impact on confidence and pleasure in writing. The research was conducted with attention to the ethical and cultural implications of AI use in education, in accordance with UNESCO’s Recommendation on the Ethics of Artificial Intelligence (2021) and the guidelines of CIEB (2023). As a final product, a free online course (MOOC) was developed, with teaching materials, practical examples, and guidance aimed at teachers who wish to experiment with this approach, promoting authorship, creative expression, and accessibility in language teaching.
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30
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JOSE GUILHERME GOMES VILLACA
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SIGEDUC in Parnamirim: The Virtual School in Teacher Training
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Advisor : APUENA VIEIRA GOMES
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COMMITTEE MEMBERS :
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APUENA VIEIRA GOMES
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DENNYS LEITE MAIA
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ARANDI ROBSON MARTINS CÂMARA
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Data: Sep 23, 2025
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Show Abstract
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The increasing use of electronic devices connected to the Internet has substantially increased access to applications and technological solutions in the most diverse everyday situations. Problems that previously required time and specific locations to be solved are now solved much more quickly and efficiently, generating comprehensive benefits for all segments of the population. Following this irreversible movement of digital transformation, the Municipality of Parnamirim, the third most populous municipality in the State of RN, began using the Integrated Education Management System (SIGEDUC) in 2021. This system aims to computerize and control the administrative and academic aspects of basic education schools and daycare centers. Three years after implementing SIGEDUC, it is clear that its functionalities can still be explored to improve administrative and pedagogical efficiency. Given this reality, this work addresses the following research question: how can we overcome the challenges faced by teachers at the João Gomes da Costa Neto Municipal School, the locus of this research, in implementing and using SIGEDUC? This study aims to develop continuing education to improve the use of the functionalities available in SIGEDUC by teachers in the EMJGCN school community. The specific objectives are: a) to investigate the current use of SIGEDUC in the school community; b) to plan teacher training based on the principles of contextualized instructional design; c) to develop teaching materials for training; d) to evaluate the training and teaching materials used. The theoretical basis of this research encompasses the principles of teacher and continuing education, innovation in public service, digital transformation, management information systems, academic management systems, and SIGEDUC itself. The research methodology has a qualitative approach, of an applied nature, with descriptive and exploratory objectives based on contextualized instructional design. Data were collected through the application of a diagnostic questionnaire and dynamics carried out with groups of teachers in the aforementioned teaching unit. The planning of the training and the production of the developed teaching material followed the stages of analysis, design, development, implementation, and evaluation that constitute the principles of contextualized instructional design. The evaluation was carried out through focus groups with teachers from the school community, using the triangulation of the data obtained as a methodological basis. As a result, a teacher training program, a guide to the SIGEDUC functionalities used by teachers and a guide to using the Virtual Learning Environment Escola Virtual were designed and implemented. The results indicate that teachers improved their pedagogical routine with the agility obtained by using the management system as an electronic diary and that the possibilities offered by the virtual learning environment can generate engagement and motivation among students, benefiting the school community. We hope that the course and the technological products resulting from this research will favor the implementation of a routine in the use of SIGEDUC by teachers, and that they will be replicated by the Municipal Department of Education of Parnamirim in other teaching units in the municipality, positively impacting the future education of basic education students.
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31
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LUCIANA DA SILVA MORAIS
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DIGITAL COMPETENCIES OF TEACHERS IN BASIC EDUCATION: DEVELOPMENT OF A CONTINUING EDUCATION COURSE FOR THE USE OF DIGITAL TOOLS IN THE COMPUTER LABORATORY IN SÃO JOSÉ DE MIPIBU-RN
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Advisor : GUILHERME MENDES TOMAZ DOS SANTOS
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COMMITTEE MEMBERS :
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GUILHERME MENDES TOMAZ DOS SANTOS
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LUCELIO DANTAS DE AQUINO
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ELAINE CONTE
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Data: Dec 18, 2025
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Show Abstract
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This research discusses the development of digital teacher competencies and addresses the topic "Proposal to Develop Digital Teacher Competencies: A Continuing Education Course for the Use of Digital Tools in the Computer Lab." It aimed to answer the following question: How can continuing education for teachers in the use of digital tools in the computer lab contribute to expanding their digital competencies and integrating technology into the curriculum? This study resulted, according to CAPES Technical Production definitions, in a professional training course, delivered in-person and in the computer lab of the Professor Francisco Barbosa State High School, located in São de Mipibu, Rio Grande do Norte. The reasons that led to the development of this proposal arise from the experience of the researcher's work locus, in the 2nd Regional Directorate of Education and Culture - 2nd DIREC, based on the monitoring of schools in the elaboration of projects for opening the computer lab and allocation of the computer lab teacher. The study is justified by its relevance, given the current context and the legal requirements for Digital Technology Integration into the Curriculum (DCT). We must recognize that DCT requires new training processes that contribute to the development of teachers' digital competencies. The overall objective was to provide ongoing training in the computer lab, using digital tools, for teachers at a state school affiliated with the 2nd Regional Directorate of Education and Culture (DIREC), focusing on expanding digital skills. To this end, the specific objectives were outlined as follows: Mapping the digital competencies required for basic education teachers to support the development of continuing education strategies; Planning continuing education for the use of digital tools in the computer lab at a school within the 2nd Directorate of Education (DIREC); Developing teaching resources that integrate digital tools to support and enrich pedagogical practices in the computer lab. The theoretical framework was based on studies about public policies aimed at implementing TDCIs in the educational context, survey of current legislation and guidelines that guide the integration of Digital Technologies in education. Legal discussions regarding educational technologies will consider policies and programs implemented in Brazil in recent decades and those currently underway, as well as international experiences in digital education. The study is characterized as action research. Considering the theoretical and practical implications of the impact of this research, it is expected that this study will contribute to teacher training, leading them to expand their digital skills and enabling them to use digital tools in the computer lab, thus contributing to the integration of technologies into the curriculum and thus making classes more innovative, enabling a change in perception about the use of digital technologies in the educational context.
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