GAME OF AFRICAN ORIGIN AT SCHOOL: AN INTERVENTION PROPOSAL FROM SHISIMA
Mathematics Teaching; Game as a teaching strategy; Shisima African game; Elementary School
This investigation believes in the importance of games as a didactic-pedagogical strategy in working with Mathematics Education. And, allied to this assumption, it perceives the need to insert the discussion of Afro-Brazilian traditions in the Brazilian educational context, given our ethnic matrices, in this case, through the rescue of games from that continent.To this end, it proposes a research, with qualitative and quantitative nuances – in the sense of proposing a pedagogical work that favors Shisima, a game of African origin, through the structuring of didactic-pedagogical strategies that allow the promotion of different actions that consider the context children's sociocultural context, the objectives foreseen for the teaching year that will be the target of the research, in addition to the potential of the students involved. As a theoretical contribution, the research is based on (D'Ambrosio 1985, Valentim and Backes 2008, Brasil 2018 and Passos 2021).Methodologically, it is based on the assumptions of action research, with elements of intervention research and, for structuring the work, the use of didactic sequences as a way of systematizing the activities to be proposed (Prodanov and Freitas 2013, Gil 2008, Zabala 1998, and Thiollent 1986). As the investigation is in progress, you see, through the construction of the "state of the art", it points to a significant expansion, but minimal in works in the area of games of African origin applied to the teaching of mathematics with a greater representation in the northeast region with uses in Elementary and Higher Education regarding teacher training, exploring geometry and algebra. From the application of a work proposal with the concrete and online game in its gamified version, (second stage of the research) , it is expected to recognize the potentialities of Shisima application through observation and students' speeches, in addition to establishing specific knowledge of the mathematical field (pattern analysis through the game's mathematical and geometric logical reasoning possibilities). to contribute as a possible alternative to complying with Law 11.645/2008 – the study of indigenous and Afro-Brazilian history and culture in Elementary and High School curricula – through an area still little explored for this purpose – mathematics – in the sense of helping in the mathematical literacy from a historical-cultural perspective, with technology as an important element in this process. As a product, it proposes the organization of a manual with guidelines for the use of African games in the educational context, with emphasis on Shisima in its concrete and digital versions.