Desenvolvimento de jogos didáticos para o aprimoramento do raciocínio lógico e matemático voltado a construção de projetos arquitetônicos

Giovanna Farias Feijó Belinasso, Luiz Fernando Guesser,, Ellen Casanova Nunes, Janaína Nones Silveira
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Abstract

The teaching of mathematics linked to logic and reasoning is a great challenge for students of architecture and urbanism because, although relevant and required for an professional training appropriate, many students to show hardship or unmotivated in their subjects. In order to develop a better learning strategy, this job offer to show a project development a new teaching methodology and use of a didactic game able to do logical inquiry and mathematical reasoning to turned at the application of architectural projects. For this to happen. A quiz was started applied in students class about logic and reasoning in the architecture and urbanism course in the Vale do Itajaí (UNIVALI) University in Florianópolis and Balneário Camboriú. Then, a didactic game using inverted classroom concepts and mathematical subjects with easy and hard level linked to practical applications of students' to your professional future life was created and applied. The results obtained showed that 70% students reported doing mathematics difficulty, and 80% considered that didactic games may be a viable alternative to better e-learning. Search results also prove us that the use of the inverted methodology in the classroom associated with process of learning to mathematics students when linked in the challenges of the students' in your professional future life, are work tools main to attention capture for students. A important factor that will can contribute to the better learning and dissemination of mathematical and logical reasoning considered to be of greater complexity
开发教育游戏,以提高逻辑和数学思维,专注于建筑项目的建设
将数学与逻辑和推理联系起来的教学对建筑学和城市学的学生来说是一个巨大的挑战,因为尽管数学与专业训练相关且需要适当的训练,但许多学生在他们的学科中表现出困难或缺乏动力。为了开发更好的学习策略,这项工作向项目开发展示了一种新的教学方法,并使用能够进行逻辑探究和数学推理的教学游戏来转向建筑项目的应用。让这一切发生。在Florianópolis和Balneário Camboriú的valdo Itajaí (UNIVALI)大学的建筑和城市主义课程中,学生们在课堂上开始了一个关于逻辑和推理的测试。然后,利用倒置的课堂概念和数学科目,结合学生在未来职业生活中的实际应用,创造并应用了一款易、难的教学游戏。获得的结果显示,70%的学生报告数学困难,80%的学生认为教学游戏可能是更好的电子学习的可行选择。搜索结果也向我们证明,在课堂上使用反向方法论与数学学生的学习过程相关联,当学生在今后的职业生涯中遇到挑战时,都是为学生捕获注意力的主要工作工具。一个重要的因素,将有助于更好地学习和传播被认为是更复杂的数学和逻辑推理
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