dc.contributorBezerra Júnior, Arandi Ginane
dc.contributorhttp://lattes.cnpq.br/7811492311173264
dc.contributorBezerra Júnior, Arandi Ginane
dc.contributorMiquelin, Charlie Antoni
dc.contributorKrieger, Marco Aurelio
dc.creatorDoliveira, Helio Sylvestre Dias
dc.date.accessioned2016-12-22T12:11:09Z
dc.date.accessioned2022-12-06T14:10:16Z
dc.date.available2016-12-22T12:11:09Z
dc.date.available2022-12-06T14:10:16Z
dc.date.created2016-12-22T12:11:09Z
dc.date.issued2015-12-18
dc.identifierDOLIVEIRA, Helio Sylvestre Dias. Projeto Genus: uma ferramenta pedagógica para auxiliar no processo ensino-aprendizagem de genética. 2015. 109 f. Dissertação (Mestrado em Formação Científica, Educacional e Tecnológica) - Universidade Tecnológica Federal do Paraná, Curitiba, 2015.
dc.identifierhttp://repositorio.utfpr.edu.br/jspui/handle/1/1923
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/5242652
dc.description.abstractThis work aims at the production of an educational object based on a game platform, entitled Genus Project. Our objective is to support and facilitate the understanding of classical mendelian genetics. This project is under a Professional Masters’ program in Scientific, Educational and Technological Formation – PPGFCET – at the Federal University of Technology, Paraná (UTFPR). Game platforms constitute important educational objects and motivational strategies to stimulate students’ learning. Games can also be considered as alternative proposals for the teaching of diverse aspects of scientific knowledge; in addition, they provide high quality interaction between students and teachers, encouraging cooperative relations between them. From the educational aspect, we focused on meaningful learning and active learning methodologies as pedagogical principles for the teaching of classical mendelian genetics at high school level. Hereditary phenomena are often pointed out as a especially difficult subject in the learning of genetics. Therefore, the Genus Project was developed in order to present alternatives to overcome those difficulties by establishing a science fiction scenario for the game – which is inspired by concepts of "gamification" – including traditional exercises and problems in genetics. In this way, the game stimulates students’ interaction, and promotes educational strategies to empower students and make them protagonists of their own learning process.
dc.publisherUniversidade Tecnológica Federal do Paraná
dc.publisherCuritiba
dc.publisherBrasil
dc.publisherPrograma de Pós-Graduação em Formação Científica, Educacional e Tecnológica
dc.publisherUTFPR
dc.rightsAn error occurred getting the license - uri.
dc.rightsopenAccess
dc.subjectGenética - Estudo e ensino
dc.subjectMendel, Lei de
dc.subjectJogos educativos
dc.subjectProfessores e alunos
dc.subjectAprendizagem
dc.subjectPrática de ensino
dc.subjectTecnologia educacional
dc.subjectCiência - Estudo e ensino
dc.subjectGenetics - Study and teaching
dc.subjectMendel's law
dc.subjectEducational games
dc.subjectTeacher-student relationships
dc.subjectLearning
dc.subjectStudent teaching
dc.subjectEducational technology
dc.subjectScience - Study and teaching
dc.titleProjeto Genus: uma ferramenta pedagógica para auxiliar no processo ensino-aprendizagem de genética
dc.typemasterThesis


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