Banca de QUALIFICAÇÃO: HERY TIAGO FERNANDES DE OLIVEIRA

Uma banca de QUALIFICAÇÃO de MESTRADO foi cadastrada pelo programa.
STUDENT : HERY TIAGO FERNANDES DE OLIVEIRA
DATE: 30/09/2026
TIME: 14:00
LOCAL: IMD/CIVT - Auditório B206
TITLE:

EXPLORING THE CROSS-CURRICULAR NATURE OF DIGITAL CULTURE THROUGH THE STEAM APPROACH AT A PUBLIC SCHOOL IN PARNAMIRIM, RIO GRANDE DO NORTE


KEY WORDS:

Digital Culture; BNCC; Computing; STEAM Approach.


PAGES: 132
BIG AREA: Ciências Humanas
AREA: Educação
SUBÁREA: Ensino-Aprendizagem
SPECIALTY: Tecnologia Educacional
SUMMARY:

The implementation of Digital Culture in K-12 education is of fundamental importance for the development of critical citizens; however, its cross-curricular application still faces obstacles due to the recent emergence of the topic and the lack of methodological guidelines in national curricula. In this context, the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach emerges as an integrative pedagogical model that promotes the intentional integration of different areas of knowledge to foster the development of competencies. This study seeks to answer the following research question: How can the STEAM approach contribute to the cross-curricular implementation of Digital Literacy in the final years of elementary school? Based on this question, the following general objective was established: to investigate the contributions of the STEAM approach to the cross-curricular integration of Digital Literacy among ninth-grade students at a full-time municipal public school in Parnamirim, Rio Grande do Norte. Accordingly, the following specific objectives were established: i) to conduct a documentary mapping of the skills outlined in the National Common Core Curriculum (BNCC) related to Digital Culture; ii) to develop, through collective planning and implementation, a teaching sequence based on the STEAM approach to promote the cross-curricular integration of Digital Culture; iii) to analyze the skills demonstrated by the students during the intervention; and iv) to systematize the instructional sequence and the results of the students’ skill demonstration in the form of a virtual teaching guide, a technological product of this research. The conceptual foundations underpinning the discussions in this study were Constructivism, Digital Culture, Interdisciplinarity, Transversality, the STEAM approach, Creative Learning, and the 6 Cs of Deep Learning. The research is grounded in a qualitative approach and incorporates elements of action research as a methodological strategy during the intervention. The participants will be the 9th-grade students and the teaching staff at the school, which serves as the research site. The data collection instruments used include a documentary mapping of BNCC skills related to Digital Culture, the researcher’s logbook, audiovisual recordings of the intervention sessions, and an evaluation rubric for the students’ projects and presentations. The technological product resulting from this investigation is a virtual teaching guide, to be developed as part of the research project. The guide will present the BNCC competencies related to Digital Culture and teaching suggestions to guide their cross-curricular integration through a STEAM approach. The recommendations will be based on experiences gained in the field during the research. It is expected that the research results will foster students’ critical understanding of the topic and provide learning resources for teachers in the public school system, thereby addressing the shortage of teaching materials on the cross-curricular integration of Digital Culture.


COMMITTEE MEMBERS:
Presidente - 2178446 - DENNYS LEITE MAIA
Interno - ***.980.384-** - HELBER WAGNER DA SILVA - UFRN
Externo à Instituição - LUCIANO PEREIRA DOS SANTOS JÚNIOR - IFRN
Externa à Instituição - ROZELMA SOARES DE FRANÇA
Notícia cadastrada em: 22/09/2026 16:58
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