Relationships between creating digital games and mathematics learning in education
DOI:
https://doi.org/10.14393/BEJOM-v5-2024-71832Keywords:
Mathematics, programming, Scratch, digital gamesAbstract
This research investigates the interaction of elementary school students with the technological and educational resource Scratch, with the aim of instructing them about block programming and exploring mathematical knowledge. The study is conducted through a qualitative approach, using the ethnographic case study method. The participants are eight 6th year students from a public school in Catalão-GO, and the project is carried out in the school’s IT Laboratory, during after-school hours, in 2019. Students play digital games as a way of familiarizing themselves with the technology and computational language, promoting the development of cognitive and creative skills. The main objective of the research is to answer the question: “What are the contributions of Scratch to the teaching and learning of Mathematics in Elementary School?”. The data was found through interviews, observations and photographic records of the students’ activities, being analyzed along two axes: “Learning about and with Scratch” and “Producing with Scratch”. The results revealed that the participants acquired mathematical concepts and basic notions of programming, highlighting Computational Logic, the Cartesian Plane and Fractions as prominent areas.
Downloads
References
ANDRÉ, Marli. Estudo de caso em pesquisa e avaliação educacional. Brasília: Liber Livro Editora, 2005.
ANDRÉ, Marli. O que é o estudo de caso qualitativo em educação? Faeeba: Educação e Contemporaneidade, Salvador, v. 22, n. 40, p.95-103, dez. 2013. Disponível em: <https://revistas.uneb.br/index.php/faeeba/article/view/7441/4804>. Acesso em: 09 maio 2019.
AZEVEDO, Greiton Toledo de. Construção de conhecimento matemático a partir da produção de jogos digitais em um ambiente construcionista de aprendizagem: possibilidades e desafios. 2007. 233 f. Dissertação (Mestrado em Educação em Ciências e Matemática) - Programa de Pós-Graduação em Educação em Ciências e Matemática, Universidade Federal de Goiás, Goiânia, 2017. Disponível em: <https://repositorio.bc.ufg.br/tede/handle/tede/7415> Acesso em: 06 maio 2018.
PAPERT, Seymour. A máquina das crianças: repensando a escola na era da informática; tradução Sandra Costa. 2. ed. Porto Alegre: Artmed, 2008.
PETRY, Luís Carlos. O conceito ontológico de jogo. In: ALVES, Lynn; COUTINHO, Isa de Jesus. Jogos digitais e aprendizagem: Fundamentos de uma prática baseada em evidências. Campinas: Papirus, 2016. p. 17-42.
RESNICK, Mitchel et al. Scratch. Communications Of The ACM, [s.l.], v. 52, n. 11, p.60-67, 1 nov. 2009. Association for Computing Machinery (ACM). doi: http://dx.doi.org/10.1145/1592761.1592779.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Taynara Derci Babugem Mesquita, Crhistiane da Fonseca Souza, Fernando da Costa Barbosa
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
The published articles are licensed under the CreativeCommons CCBY-NC/4.0 version. By submitting the material for publication, the authors automatically waive their copyright, agree to the editorial guidelines of the journal, and assume that the text has been properly reviewed. Simultaneous submission of articles to other journals is prohibited, as is the translation of articles published in the journal into another language without proper authorization.