TCC Ciências Biológicas
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Navegando TCC Ciências Biológicas por Assunto "Aprendizagem"
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- Item Gamificação e ensino: uma proposta lúdica e inovadora no processo de ensino e aprendizagem(Instituto Federal de Educação Ciência e Tecnologia de Alagoas, 2021-12-01) Maurício, Claudenir; Pinheiro, Pablo; Pinheiro, Pablo; Omena, Dilza Gomes de; Costa, Danielle de LimaGamification is a teaching proposal of great importance, especially in the educational context in which we are currently experiencing, resulting from the new coronavirus pandemic. With remote learning, this tool becomes relevant to attract students' attention as well as achieve learning. The main objective of this work is to evaluate the use of gamification in the educational field as an active methodology in the teaching-learning process during emergency remote teaching, as well as to verify the advantages and weaknesses during its applicability. The work will address education in Brazil, the concepts of learning, playfulness and its importance in education, as well as addressing gamification as an innovative method of learning. In this sense, with regard to the methodology, it was a qualitative and quantitative research, where a survey was carried out in 07 private schools of Elementary and High School located in the city of Penedo/AL, with the target audience, 15 Science and Biology professors. Thus, it was found that teachers find the use of games during class very interesting, but not everyone uses this tool. It was also found that all professors mentioned that gamification is weak in its applicability to the internet that does not contribute.
- Item Produção de vídeos por estudantes do ensino médio na construção da aprendizagem sobre alimentos transgênicos: reflexões a partir da proposição de uma sequência didática(Instituto Federal de Educação Ciência e Tecnologia de Alagoas, 2022-06-14) Pereira , Juliana Maria; Campêlo, Siquele Roseane de Carvalho; http://lattes.cnpq.br/1730383946648149; Calazans, Fábio Mauricio do Bomfim; http://lattes.cnpq.br/3529013346870900; Luz, Merylane Porto da Silva; http://lattes.cnpq.br/4940334471477236Scientific literacy in basic education is a necessity in the BNCC so that students can build scientific concepts and relate them to everyday life. With this assumption, the teaching of biotechnology has been approached in the classroom, but because it is fragmented, the understanding of a common concept has become scarce, and the need to bring scientific literacy to students has led to the search for different associated teaching methods to communication technologies that could enhance learning. With this, the present work was developed with two high school classes of the Federal Institute of Alagoas, Campus Maceió. The general objective of the research was to analyze how the analysis and production of videos favored the learning of students about transgenics in the 2nd year of high school. Specifically, we seek to propose a didactic sequence about transgenics; understand how the analysis of the film Okja favored the construction of knowledge about transgenics through videos produced by students; and to analyze if, in the production of the videos, the students demonstrated understanding of concepts about transgenics based on the proposed evaluation criteria. In the methodological way, a didactic sequence was proposed with the students' questionnaire resolution and production of videos. From the data analysis, the results indicate that the application of the didactic sequence contributed positively to the construction of knowledge about transgenics, enabling the creation of a learning experience conducive to the construction of knowledge on this complex topic by students.
- Item Uso de jogos pedagógicos para o ensino e aprendizado da bibologia: aprendendo citologia(2022) Barreto, Lilian Santos; Gama, José Aparecido da Silva; Gama, José Aparecido da Silva; Melo, Cláudia Jaqueline da Silva; Santos, Jakson José SilvaThe use of pedagogical games has become a methodology that aims to complemente the teaching-learning process, starting from na educational contexto in contrast to traditional teaching. The objective of this work was to elaborate and create a pedagogical game to assist in the teaching of Biology in schools, on the topic of cytology. The Project was carried out in the municipality of Penedo-ALThe students were submitted to evaluative questionnaires, called (QA) and (QB), these compoundds with questions about animal and plant cells. The questionnaires were applied on two occasions: 1st to check the students knowledge, applied after the class taurght by the biology teacher responsible for the discipline and 2nd, using the game Caminhos Celular, a questionnaire already known as QB. After carrying out the necessary applications, the data obtained were constructed and displayed in graphs and tables. The values in question determinad the games contribution to learning.
- Item O uso do Kahoot como recurso didático no ensino de biologia no contexto da pandemia da Covid-19(Instituto Federal de Educação Ciência e Tecnologia de Alagoas, 2023-08-30) Almeida, Claudivanio de; Santos, Maria José dos; http://lattes.cnpq.br/7498424119170810; Brito, Maria Dias de; http://lattes.cnpq.br/5565578529168701; Rocha, Marcos Oliveira; http://lattes.cnpq.br/3354578438246936It is important to point out that the discipline of Biological Sciences has an important and indispensable function for the professional, academic, personal and intellectual formation of the citizen. Thus, the research aimed to evaluate the Kahoot technological tool, as a didactic resource in the discipline of Biology during remote teaching. This work presents a qualitative and quantitative approach and was developed in a public school, located in the municipality of Arapiraca, with the 1st year high school students. A Bio Quiz was applied, using Kahoot, with the content Stem Cells taught during classes, as a teaching/learning evaluation strategy. The positive results of the practice carried out through the students' reports are highlighted, of which the majority stated that the methodology used facilitated the understanding of the content taught. The students' perception was positive in view of the experience, confirming that Kahoot can be used in an evaluative way and for fixing the contents, as well as becoming an alternative instrument for the teachers' methodology. It is evident that the use of a technological tool is an ally of the educational process and with the pandemic it has become the main means of remote teaching. With that, it was necessary for the teacher to reinvent himself and seek new strategies and teaching methodologies to contribute and keep the student participatory/active during classes. In this way, active methodologies have gained prominence with gamification, mainly with the Kahoot platform.