{"title":"Teaching and learning in te age of technology","authors":"Francisca Brum Tolio, Lorí Viali, Regis Lahm","doi":"10.20952/revtee.v15i34.17495","DOIUrl":null,"url":null,"abstract":"The main objective of this article is to present the learning theories that make use of technological ones. First, the theory of meaningful learning is presented, linked to connectivism. Following is the presentation of Flow theory using Gamification. In these first two chapters, we seek to raise the theories and how they can be implemented in the educational area. Subsequently, a reflection is made on the use of meaningful learning and connectivism, with the Flow state and the use of gamification. In this way, an interactive cycle is proposed that comprises the use of theories in education, indispensably using digital technologies, as well as the way in which they can be introduced in education. During the study, it was possible to understand that it is possible to develop content through technologies, in an attractive way that conquers students.","PeriodicalId":46062,"journal":{"name":"Revista Tempos e Espacos Educacao","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Tempos e Espacos Educacao","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20952/revtee.v15i34.17495","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The main objective of this article is to present the learning theories that make use of technological ones. First, the theory of meaningful learning is presented, linked to connectivism. Following is the presentation of Flow theory using Gamification. In these first two chapters, we seek to raise the theories and how they can be implemented in the educational area. Subsequently, a reflection is made on the use of meaningful learning and connectivism, with the Flow state and the use of gamification. In this way, an interactive cycle is proposed that comprises the use of theories in education, indispensably using digital technologies, as well as the way in which they can be introduced in education. During the study, it was possible to understand that it is possible to develop content through technologies, in an attractive way that conquers students.