Banca de DEFESA: EDSON CAIO SILVA

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
STUDENT : EDSON CAIO SILVA
DATE: 25/09/2024
TIME: 14:30
LOCAL: https://meet.google.com/egt-odqx-swq
TITLE:

From Idea to Digital Game: A Proposal for Curriculum Integration in the Technical and Professional Itinerary of the New High School


KEY WORDS:

New high school, Computational thinking, Game-based learning, Professional education, Educational technologies.


PAGES: 124
BIG AREA: Ciências Humanas
AREA: Educação
SUBÁREA: Ensino-Aprendizagem
SPECIALTY: Tecnologia Educacional
SUMMARY:

The high school reform established the Formative Itinerary for Technical and Professional Education, which must be integrated into the General Basic Education, as outlined in the National Common Curricular Base (BNCC), to ensure the comprehensive education of students by developing the skills and competencies required for the 21st century. Among these, Computational Thinking (CT) skills are fundamental as they aid in solving complex problems. This research is guided by the following question: Does the creation of educational digital games in an elective course in the new high school curriculum foster the integration between general basic education and the technical and professional itinerary, stimulating the development of CT in students? Accordingly, the general objective of this research was to analyze the development of CT in students of the new high school, integrated with professional education, through the creation of educational digital games that reflect their professional practice to stimulate the development of 21st-century competencies. The specific objectives are i) to conduct a systematic literature review to identify tools, contributions, challenges, duration, and contexts of CT development activities in high school and new high school students; ii) to plan, implement, and evaluate an elective course focused on CT development in new high school students through the creation of educational digital games; iii) to analyze the development of CT skills after the course. This study is an exploratory, applied research with an action research methodology, utilizing a qualitative and quantitative evaluation approach through game-based learning for the creation of the didactic sequence. Data collection methods included questionnaires, logbooks, assessments with Bebras questions, and analysis of games produced in the Dr. Scratch tool. The participating students are from a public school in the second year of the integrated occupational safety course. The results showed the development of digital competencies, creative, critical, innovative, and investigative abilities through the identification of problems in their professional practice and the construction of educational digital games. At the end of the didactic sequence, fifteen educational digital games were produced, which, according to the evaluation of the school community, effectively proposed solutions to problems in the professional field and successfully integrated general basic education with the technical and professional itinerary. Additionally, the measurements conducted through the Bebras assessment indicated an increase in all CT skills. This research produced an educational product: a didactic sequence of eight lessons for creating mini-games on the Scratch platform and the game design model used for creating professional educational games. It is expected that these products will be used by educational networks to foster curriculum integration and stimulate the development of 21st-century competencies.


COMMITTEE MEMBERS:
Presidente - ***.503.654-** - KLEBER TAVARES FERNANDES - UFERSA
Interno - 2978747 - CHARLES ANDRYE GALVAO MADEIRA
Externo ao Programa - 1671962 - EDUARDO HENRIQUE DA SILVA ARANHA - UFRNExterno à Instituição - MARIA DE FATIMA DE LIMA DAS CHAGAS - UFRN
Notícia cadastrada em: 04/09/2024 11:26
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