Loading...
Please wait, while we are loading the content...
Universidade Fundação Mineira De Educação E Cultura (fumec) Faculdade De Ciências Empresariais (face) Curso De Pós-graduação Strictu Sensu - Mestrado Em
| Content Provider | Semantic Scholar |
|---|---|
| Author | Informação, Sistemas De |
| Copyright Year | 2014 |
| Abstract | The purpose of this study was to analyze the contribution of a fundamental education interaction software. As specific objectives, has: check the contribution of interaction software on meaningful learning in the classroom of elementary school: IE check if its contents are understandable to the student; find out if the software of interaction facilitates learning, making it more enjoyable, more dynamic, interesting; and if it improves the learning process, allowing at the same time, control of educational processes. The research problem was: how the use of a software of classroom interaction would contribute to the improvement of the educational processes and learning? Work with educational software is justified on the basis of their importance for the construction and organization of the teaching and learning process. The educational software, when well in context, can become allies in the process of teaching and learning, because they play a dual role: the playful and didactic, creatively, motivating and enjoyable. Associated with the creation of new mental schemas, enables the interaction between people and technology sharing common goals. This level leads to an apprentice learning participatory. The present research is characterized as exploratory and descriptive, with a quantitative approach. The survey was conducted in two public schools of the municipality of Ipatinga-MG, comprising elementary school class sizes 06, 6th to 8th grade, thus divided: at school 1, two classes of 7th grade, with 36 and 39 students and a class of eighth-graders, with 40 students and teachers 03; in school 2, a class of sixth grade, with 35 students, a class of seventh grade, with 34 students and an eighth-grade class with 20 students, and teachers 03; the total sample, so is of 210 people. Teachers were nominated by the Board of Directors of schools, as well as the rooms. The data collection methods used in the study was a questionnaire with questions closed, applied to teachers and students. Computer labs were used and the software of Acronus interaction System 4.28. Use of the software facilitated learning, improved the seizure of content and still aroused the interest of students for classes, including greater control of not only the teacher that the student was accessing, but also the difficulties that they had, being able to address them individually, without problems, which could not be done in a common class. The student, in turn, was in a pleasant environment, through which piqued his interest for learning, achieving success in the activity performed, generating mood for learning. Computers came to the classroom by bringing better quality of education, which can be measured by the enthusiastic learning of students, by the difficulties ironed on time and effectively, greater control of the teacher about each student, speed in presenting the content, among other. Key-words: Teaching Process-Learning; Elementary School; Software. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://www.fumec.br/revistas/sigc/article/viewFile/2316/1384 |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |