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  1. Início
  2. Pesquisar por Autor

Navegando por Autor "Almeida, Roberto Bruno Lima de"

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    Educação e tecnologia: um estudo sobre os desafios da utilização das TICs nas aulas de Língua Portuguesa no ensino fundamental
    (Instituto Federal de Educação Ciência e Tecnologia de Alagoas, 2024-02-28) Silva, Fábio Rodrigues da; Dias, Marcos Antônio de Araújo; http://lattes.cnpq.br/5582189967033444; Ferreira, Aline Suely Dias de Souza; http://lattes.cnpq.br/4622379932169180; Rocha, Woshimgton Ribeiro; http://lattes.cnpq.br/8585981346940095
    Technology and its advances are fundamental to the education of children and adolescents, especially during the Covid-19 pandemic, which caused educational content to be passed on to students even if they did not present gifts in a classroom. classroom. The insertion of technology combined with education was analyzed, as this resource can make Portuguese language classes more interesting, attracting the attention of the uninterested public. Study the ways in which teachers have difficulty using technology in the classroom; evaluated teachers regarding the use of technology in their Portuguese language classes and presented possible solutions regarding the interfaces used by teachers to satisfy students in the classroom. Currently, the old cardboards have been preserved by modern and luxurious slides, made in PowerPoint, Prezi or Canva, something that could never be imagined before. In fact, even the student who only held the poster also evolved into the slide passer. And that is why it is possible to notice the evolution. The methodology addressed was qualitative, with an emphasis on the case study with the application of an online questionnaire, through Google Forms, sent to 17 Portuguese language teachers in elementary school, from different cities in Alagoas, from public and private schools. so that they could answer 14 questions about the use of technological applications in their classrooms in municipal, state and private schools, from young teachers to veterans, ranging from undergraduate to doctorate, serving some cities in Alagoas. The results obtained indicate that there are great challenges in the use of technological resources for many teachers, which requires them to recognize difficulties and seek qualifications to use technology in their classes.
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    O uso da gamificação em uma turma de inglês do Curso Técnico do Pronatec
    (Instituto Federal de Educação Ciência e Tecnologia de Alagoas, 2023-11-04) Almeida, Roberto Bruno Lima de; Santos, Odair Jose Silva dos; http://lattes.cnpq.br/0102447684156796; Rocha, Maryana Josina Tavares da; http://lattes.cnpq.br/3315219505002192; Santos, Eliaquim José Teixeira; http://lattes.cnpq.br/8072454712572301
    Combining technology and education is a daily challenge that teachers need to deal with. Creativity in the classroom makes classes more dynamic and captivates students through games, educational techniques and active methodologies, according to the BNCC. One of the important factors to be combatted is school dropout, which occurs frequently both in basic education and in professional and technological education. Playfulness is a transformative path in the digital age, which can transform traditional model classes into interactive teaching. Gamification is a strategy to be applied in this research, in order to make classes more attractive. The inclusion of games is based on the study of the mobility and frequency with which students are engaged in carrying out the activities of the distance learning course. This research aims to study an English class at Pronatec through the application of games, breaking the idea that online courses cannot be fun, through the intervention of a quiz related to the content covered in the VLE. The approach method for this research is qualitative. An online questionnaire was administered through Wordwall, sent to a Pronatec English class, containing 10 questions from the course content. After the intervention, a form made on Google Forms was available so that students could give their opinion on what they thought of the game, whether they believe in the importance of gamification for learning, among other issues related to games in education. Our study, in a class of 50 students, showed that only 30% of students managed to reach the end and completed all the proposed activities. It was observed that gamification was an important tool in this intervention. Most of the students were interested in implementing the activity. Therefore, it is possible to motivate students with the use of educational games, making activities more interactive, providing students with motivation to continue their training, thus becoming an important strategy to combat school dropout.

Instituto Federal de Educação, Ciência e Tecnologia de Alagoas

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