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Item A gamificação como alternativa para utilização dos smartphones no processo de ensino-aprendizagem da língua portuguesa(Instituto Federal de Educação Ciência e Tecnologia de Alagoas, 2022-12-29) Marques Neto, Francisco Assis; Alves, Carlos Henrique Almeida; http://lattes.cnpq.br/4002100121572984; Cavalcanti, Ricardo Jorge de Sousa; http://lattes.cnpq.br/2706881213553955; Agra, Christiane Batinga; http://lattes.cnpq.br/0715128190591513This work presents an alternative to the use of smartphones in the teaching-learning process of the Portuguese Language in High School. It discusses the main aspects of Gamification regarding the interest of greater student engagement in the curriculum component. It reflects on the information on the supply of technological resources in basic education published by the Ministry of Education in Brazil. It estimates the budgetary impact of the implementation of the smartphone as an educational technological resource in basic public education (Elementary and High School) in Alagoas. It highlights the information available in international organizations concerning high quality education with the use of digital technology. It exposes the estimated average number of students per computer, from a local perspective, in primary and secondary education in the public education network in the State of Alagoas. The investigation included experimental research applied to 79 (seventy-nine) students of the 3rd year of high school at Colégio Tiradentes of the Military Police of the State of Alagoas. Corroborated by a qualitative and quantitative approach, the research analyzed, through a computational program and printed activity, the specificities of performance and behavior of students in gamified digital teaching-learning contexts, as well as in traditional teaching-learning situations. The study indicates parameters about a high quality education, with accessible technology and reduced costs.