炼金术士:一种提供有意义学习的化学教学数字游戏

Rafaella Marinho Braga, Kathleen de Souza Campos, N. Alves, Vinícius Munhoz Fraga
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摘要

新的数字技术(Tecnologias Digitais TD)是创造一个与“网络世界”联系更紧密的人口的主要因素之一。与学习过程一起,td的使用成为学校板凳上的一代人的激励因素。学校,通常是令人沮丧的,迫使学生不感兴趣,所以有必要教师了解他们在当前教育中的作用。以一种新的态度,基于维果茨基的观念,“知识的持有者”教师成为学习的中介,学生成为学习的主角。对于那些想在这种教学模式中担任导师和调解人的人来说,为使用这些td做准备是必不可少的,同时也适应新一代学生处理信息的方式。游戏一直存在并影响着人们的生活。它们的用途因时代、文明思想和历史的不同而不同,并因其对公民发展的教育性质而扩大到课堂内。教师是教学的推动者,促进知识的建构,促进学生的成长。本游戏贴近公立学校中学生的社会现实。它的问题遵循最低课程,每个系列有一个阶段,每两个月有一个新的水平。学生在游戏中通过回答问题和展示所学知识来进步,没有评估的压力。通过这种方式,游戏反弹了传统教学,被认为是无聊和脱节的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
ALCHEMIST: UMA PROPOSTA DE JOGO DIGITAL PARA O ENSINO DE QUÍMICA QUE PROPORCIONE UMA APRENDIZAGEM SIGNIFICATIVA
The new digital technologies (Tecnologias Digitais TD) are one of the main responsible factors for the creation of a population that is more connected to the "cyber-world". Together with the learning process, the use of TDs becomes a motivational agent for the generation in the school benches. The school, which is generally discouraging, compels students to be uninterested, so there is a need for teachers to understand their role in current education. With a new attitude, based on the Vygotskian conception, the "holder of knowledge" teacher becomes a mediator while the student is the protagonist of the learning. The preparation to the use of these TDs is essential to those who want to be tutor and mediator in this teaching model, as well as the adaptation to the way the new generation of students handles information. Games have always been present and influenced people's lives. Their use varies according to the time, the thoughts of the civilizations and their history, and expanded inside classrooms because of their educational character for the development of citizens. They are promoters of teaching, as stimulate the construction of knowledge and help the students grow. This game is close to the social reality of the High School students of the state schools. Its questions follow the minimum curriculum, and there is one phase per series and one new level every two months. Students advance by answering questions and demonstrating their acquired knowledge while playing, without the pressure of evaluation. In this way, the game rebounds traditional teaching, which is considered tiresome and disjointed.
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