dc.contributorSchaf, Frederico Menine
dc.creatorPereira, Vera Lúcia Biscaglia
dc.date.accessioned2018-09-18T11:00:19Z
dc.date.accessioned2019-05-24T19:26:30Z
dc.date.available2018-09-18T11:00:19Z
dc.date.available2019-05-24T19:26:30Z
dc.date.created2018-09-18T11:00:19Z
dc.date.issued2011
dc.identifierhttp://repositorio.ufsm.br/handle/1/14332
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/2834239
dc.description.abstractThis study aimed to report school practices with Sokoban and Sudoku games available on the Brazili-an websites “Racha Cuca” e “Só Matemática”. An investigation in-school action focused on a qualita-tive comment on the strategies used by students when they are playing. This research aimed to eva-luate if the games are suitable to mediation teaching and learning of mathematics. This may mean that in the Sudoku game, the rules require the student to conduct a planner's best response, taking him to anticipate and reflect on what the conditionals that are being addressed and what number the student is choosing. After some play time, some students have corrected the position of trial and error and be-gan to act with more thought and planning, as if they were faced with a problem situation, also, de-monstrating less anxiety to get an answer quickly. The Sokoban game encouraged the students from the beginning, ensuring the motivation of these. However, it was found that students easily seek the solution by trial and error, choosing different paths to get the desired response. Some students demon-strated that they planned the way to go after several moves of trial and error. It was noticed that the Sokoban and Sudoku games in the teaching and learning of mathematics had resources that can pro-vide the student with an improvement in attention, reflection and planning a strategy for obtaining the best response in the face of problem situations.
dc.publisherUniversidade Federal de Santa Maria
dc.publisherBrasil
dc.publisherUFSM
dc.publisherCentro de Tecnologia
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rightsAcesso Aberto
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.subjectJogos educativos
dc.subjectRaciocínio lógico
dc.subjectAprendizagem matemática
dc.titleOs jogos sudoku e sokoban como mediadores no processo de ensino-aprendizagem de matemática
dc.typeTrabalho de Conclusão de Curso de Especialização


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