The Use of Games as Facilitative Teaching Resources in the Teaching of Biology for High School Students
The learning process is a major challenge for educators, and the application of different methodologies is an efficient way to promote scientific knowledge in the students. This work aimed to develop a board game that facilitates learning, combining playful and cognitive aspects in the construction...
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| Formato: | Artículo revista |
| Lenguaje: | Español |
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Asociación de Docentes de Ciencias Biológicas de la Argentina
2020
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| Acceso en línea: | https://revistas.unc.edu.ar/index.php/revistaadbia/article/view/27479 |
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I10-R313-article-27479 |
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I10-R313-article-274792021-11-12T18:42:52Z The Use of Games as Facilitative Teaching Resources in the Teaching of Biology for High School Students A utilização de jogos como recursos didáticos facilitadores no ensino de Biologia para alunos do ensino médio Custódia Mendes, Suelen de Freitas Gomides, Antonio Frederico Biodescubra Jogos didáticos Materiais didáticos Estratégias de ensino Biodescubra Educational Games Educational Materials Teaching Strategies The learning process is a major challenge for educators, and the application of different methodologies is an efficient way to promote scientific knowledge in the students. This work aimed to develop a board game that facilitates learning, combining playful and cognitive aspects in the construction of knowledge. The game called Biodescubra was applied in the classroom with students of the second year of high school. To evaluate the results, questionnaires were applied and a quantitative-qualitative evaluation was performed, using the statistical program R (a programming language) for nonparametric data, comparing the two groups by Fisher's exact test for the difference between proportions of the independent sample. The application of the game improved students' academic performance when compared to students who underwent the traditional teaching method. It can be concluded that students accepted the use of the game and attributed to it the ability to assist them in learning the contents. These results indicate the potential for the game to become a viable tool for teaching biology in a motivating and fun way. O processo de aprendizagem constitui um grande desafio para os educadores, sendo a aplicação de diferentes metodologias uma forma eficiente de promover o conhecimento científico nos educandos. Este trabalho teve como objetivo desenvolver um jogo de tabuleiro que facilite a aprendizagem, unindo aspectos lúdicos aos cognitivos na construção do conhecimento. O jogo denominado Biodescubra foi aplicado em sala de aula com alunos do 2º ano do Ensino Médio. Para avaliação dos resultados foi aplicado questionários e realizada avaliação quanti-qualitativa, utilizado o programa estatístico R (uma linguagem de programação) para dados não paramétricos, comparando os dois grupos pelo teste exato de Fisher para a diferença entre proporções da amostra independente. A aplicação do jogo melhorou o desempenho acadêmico dos alunos quando comparado aos alunos que foram submetidos ao método de ensino tradicional. Pode-se concluir que os alunos aprovam o uso do jogo e atribuíram a este a capacidade de auxiliá-los na aprendizagem dos conteúdos. Esses resultados indicam potencial para o jogo se tornar uma ferramenta viável para o ensino de Biologia de forma motivadora e divertida. Asociación de Docentes de Ciencias Biológicas de la Argentina 2020-06-26 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion application/pdf text/html https://revistas.unc.edu.ar/index.php/revistaadbia/article/view/27479 10.59524/2344-9225.v23.n1.27479 Journal of Biology Education; Vol. 23 No. 1 (2020): Revista de Educación en Biología; 64-78 Revista de Educación en Biología; Vol. 23 Núm. 1 (2020): Revista de Educación en Biología; 64-78 2344-9225 0329-5192 10.59524/2344.9225.v23.n1 spa https://revistas.unc.edu.ar/index.php/revistaadbia/article/view/27479/30595 https://revistas.unc.edu.ar/index.php/revistaadbia/article/view/27479/30609 Derechos de autor 2020 Suelen Custódia Mendes, Antonio Frederico de Freitas Gomides https://creativecommons.org/licenses/by-nc-sa/4.0 |
| institution |
Universidad Nacional de Córdoba |
| institution_str |
I-10 |
| repository_str |
R-313 |
| container_title_str |
Revista de Educación en Biología |
| language |
Español |
| format |
Artículo revista |
| topic |
Biodescubra Jogos didáticos Materiais didáticos Estratégias de ensino Biodescubra Educational Games Educational Materials Teaching Strategies |
| spellingShingle |
Biodescubra Jogos didáticos Materiais didáticos Estratégias de ensino Biodescubra Educational Games Educational Materials Teaching Strategies Custódia Mendes, Suelen de Freitas Gomides, Antonio Frederico The Use of Games as Facilitative Teaching Resources in the Teaching of Biology for High School Students |
| topic_facet |
Biodescubra Jogos didáticos Materiais didáticos Estratégias de ensino Biodescubra Educational Games Educational Materials Teaching Strategies |
| author |
Custódia Mendes, Suelen de Freitas Gomides, Antonio Frederico |
| author_facet |
Custódia Mendes, Suelen de Freitas Gomides, Antonio Frederico |
| author_sort |
Custódia Mendes, Suelen |
| title |
The Use of Games as Facilitative Teaching Resources in the Teaching of Biology for High School Students |
| title_short |
The Use of Games as Facilitative Teaching Resources in the Teaching of Biology for High School Students |
| title_full |
The Use of Games as Facilitative Teaching Resources in the Teaching of Biology for High School Students |
| title_fullStr |
The Use of Games as Facilitative Teaching Resources in the Teaching of Biology for High School Students |
| title_full_unstemmed |
The Use of Games as Facilitative Teaching Resources in the Teaching of Biology for High School Students |
| title_sort |
use of games as facilitative teaching resources in the teaching of biology for high school students |
| description |
The learning process is a major challenge for educators, and the application of different methodologies is an efficient way to promote scientific knowledge in the students. This work aimed to develop a board game that facilitates learning, combining playful and cognitive aspects in the construction of knowledge. The game called Biodescubra was applied in the classroom with students of the second year of high school. To evaluate the results, questionnaires were applied and a quantitative-qualitative evaluation was performed, using the statistical program R (a programming language) for nonparametric data, comparing the two groups by Fisher's exact test for the difference between proportions of the independent sample. The application of the game improved students' academic performance when compared to students who underwent the traditional teaching method. It can be concluded that students accepted the use of the game and attributed to it the ability to assist them in learning the contents. These results indicate the potential for the game to become a viable tool for teaching biology in a motivating and fun way. |
| publisher |
Asociación de Docentes de Ciencias Biológicas de la Argentina |
| publishDate |
2020 |
| url |
https://revistas.unc.edu.ar/index.php/revistaadbia/article/view/27479 |
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