MPET - Produto educacional
URI permanente para esta coleçãohttps://ri.ifam.edu.br/handle/4321/30
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Item Aprendendo química com o Igarapé do Quarenta(2023-02-27) Oliveira, Márcia Rebeca Silva de; Chaves, Edson ValenteItem Luz, câmera e inclusão: guia didático para professor(2023-11-13) Moraes, Isabele Fernanda Silva de; Chaves, Edson ValenteIn order to assist Chemistry teachers in serving deaf students, this instructional guide has been developed with the aim of explaining the more abstract and challenging aspects of the Chemistry curriculum. This is because there is a significant amount of work related to this discipline, yet few resources focus on the intersection of Chemistry and the inclusion of deaf students. Thus, the guide encompasses the field of inclusive education by utilizing assistive technology through video lessons produced with sign language translation. The topics to be covered, and the focus of the learning, will be Atomic Model, Changes in the Physical State of Matter, and Chemical Bonding.Item Aventuras de Atomildo: guia didático(2021-11-30) Rocha, Amanda Chelly da; Cabral Neto, João dos Santos; Cabral Neto, João dos Santos; http://lattes.cnpq.br/9340150562756599; Cabral Neto, João dos Santos; http://lattes.cnpq.br/9340150562756599; Anglada-Rivera, José; http://lattes.cnpq.br/5724564590431920; Magalhães Neto, José Francisco deQuantum numbers arise naturally from the wave equation of physicist Erwin Schrödinger with the function to characterize an electron in the atom. In education, these numbers have caused students some discomfort in relation to learning difficulties, among which we can highlight the issue of abstraction of content, a decontextualized approach and the absence of a historical construction linked to these numbers. Looking for help the teaching of the theme presented, we propose the use of the Atomildo Adventures game, a digital game designed to be used as a technological resource in the learning of quantum numbers, which uses the historical narrative of understanding the atom and the models idealized for explain the structure/organization of electrons in the atom, with reference to the principles of gamification, for 1st year high school students studying Chemistry at a public school in the Manaus city. Gamification is commonly understood as the use of elements contained in games, in a non-game context, with the purpose of motivating and engaging the target audience. During the methodological journey, we adopted a qualitative approach, taking action research of the strategic type as a method, which performs only one application cycle. The data collection techniques and instruments used were bibliographic research, participant observation, questionnaire and interview. Based on structures presented in the literature on how to gamify, we developed as an educational product, a digital game based on the gamification of content that consists of applying game elements and thoughts to change the content so that it looks like a game. The developed resource is inserted in a didactic sequence that has basically four steps. The results show evidence that the game is promising, as it was possible to observe the learning of the content from the perspective of the process of knowing, recognizing quantum numbers and applying its concepts to understand the structure/organization of electrons in the atom. As for the game, it was well evaluated by the students considering several aspects, namely, usability, gameplay, challenge, satisfaction, fun, among others.Item Cartilha para elaboração e confecção de jogos didáticos(2018-11-29) Carvalho, Francimary Cabral; Chaves, Edson Valente; Mendonça, Rogete Batista e Silva; http://lattes.cnpq.br/5623350701700106; Chaves, Edson Valente; http://lattes.cnpq.br/5983123273315301; Chaves, Edson Valente; http://lattes.cnpq.br/5983123273315301; Ponciano, Nilton Paulo; http://lattes.cnpq.br/3867399119278744; Castro, Rebecca Freire de; http://lattes.cnpq.br/2887105230586098This educational product is a didactic proposal of a booklet with 28 pages. Is main objective is to turn it in an instrument facilitator of the process of creation and construction of games for the teaching of chemistry that can be used in the classroom, favoring the assimilation of concepts and contents.