dc.contributorMathias, Carmen Vieira
dc.creatorBrondani, Gladis Helena de Franceschi
dc.date.accessioned2016-02-29T13:48:25Z
dc.date.accessioned2019-05-24T18:58:56Z
dc.date.available2016-02-29T13:48:25Z
dc.date.available2019-05-24T18:58:56Z
dc.date.created2016-02-29T13:48:25Z
dc.date.issued2010-09-04
dc.identifierhttp://repositorio.ufsm.br/handle/1/1287
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/2830990
dc.description.abstractThis article presents the main goal to bring it to stand out as some of the challenges and possible solutions in the school environment, from the teaching learning process through educational computer games. Since these are part of the new technologies applied to education and has been introduced so that there is an increase in student learning. And for that to happen, we stress the importance of the use of resources and physical spaces in the school, continued education of teachers and also the involvement of students in learning through educational games. And, also presents the results obtained with the application of the game "Knowing Brazil" in a class of fourth grade, twenty-six students. Since the collected information designed experience and deepen the knowledge interacting with this technology.
dc.publisherUniversidade Federal de Santa Maria
dc.publisherCentro de Artes e Letras
dc.rightsAcesso Aberto
dc.subjectTecnologias
dc.subjectEnsino e aprendizagem
dc.subjectDesafios
dc.titleDesafios frente ao uso das novas tecnologias no processo ensino aprendizagem: jogos educativos computadorizados
dc.typeTrabalho de Conclusão de Curso de Especialização


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