• Rio de Janeiro Brasil
  • 14-18 Novembro 2022

VIRTUAL GAME AS EDUCATIONAL OBJECT FOR THE TEACHING OF GLASS MATERIALS USED IN THE LABORATORY

Autores

Luz, L.R. (IFTO CAMPUS PARAÍSO DO TOCANTINS) ; Viroli, S.L.M. (IFTO CAMPUS PARAÍSO DO TOCANTINS) ; Candido, B.A.R. (IFTO CAMPUS PARAÍSO DO TOCANTINS) ; Carvalho, N.P. (IFTO CAMPUS PARAÍSO DO TOCANTINS) ; Costa, F.A. (IFTO CAMPUS PARAÍSO DO TOCANTINS) ; Gomes, N.B. (IFTO CAMPUS PARAÍSO DO TOCANTINS) ; Veloso, C. (IFTO CAMPUS PARAÍSO DO TOCANTINS) ; Rosa, T.O. (IFTO CAMPUS PARAÍSO DO TOCANTINS)

Resumo

PowerPoint is a program that can become an educational object used in the teaching process. The study evaluated a game developed with the PowerPoint program for teaching glassware used in the laboratory. The research was carried out in an exploratory and descriptive way with the intention of evaluating the game applied to 40 students of the 1st year of high school. After the game, a questionnaire was applied. The game presented satisfactory results, contributing to the learning of the name and function of the glassware. The glassware Roulette game showed satisfactory results, where all items evaluated presented values equal to or greater than 65% of approval. The game produced helped in the fixation, contributing to the learning process, providing a pleasant and fun atmosphere.

Palavras chaves

Powerpoint; New technologies; Chemistry teaching

Introdução

The use of innovative teaching practices in the classroom is necessary to arouse students' interest so that learning is not monotonous, mechanical and tiring (OLIVEIRA et al, 2018a). Traditional teaching strategies do not address the difficulties presented by students and do not satisfactorily contribute to the quality of learning (OLIVEIRA et al. (2018b). According to Garutti and Ferreira (2015) the introduction of New Information and Communication Technologies - NTICs, in the pedagogical environment, provides more opportunities than traditional class models. The use of technological fermentations used in the classroom help the pedagogical practice of teachers and stimulates interest in the contents taught to students (CASTRO, DIONIZIO e SILVA, 2015; OLIVEIRA, SOARES e VAZ, 2015). Among these technological tools, virtual didactic games stand out as a possibility for teaching the contents of the Chemistry subject, as it is a great pedagogical strategy, with engaging language establishing the learning of various skills (LEÃO et al., 2019). Games are examples of learning objects inserted in NTCIs that collaborated with the teaching and learning of the s students promoting the development of Chemistry content in a simple way through creative classes close to the student's daily life (GONÇALVES et al. 2019; OLIVEIRA et al. 2019). Microsoft PowerPoint is a program used to create graphic presentations that can become an educational object used in the teaching process (CRISÓSTOMO et al, 2018). Faced with the need to insert a new learning object, this study evaluated a glassworks roulette game developed with the PowerPoint program for teaching glassworks used in the laboratory.

Material e métodos

The study was carried out in an exploratory and descriptive way with a qualitative and quantitative approach (GIL, 2008) with the intention of evaluating a game entitled "Roleta das Vidrarias" developed with the Microsoft PowerPoint program for teaching recognition, usability and applicability of glassware and equipment. used in the experimental activities of Chemistry classes. The activities took place in the first half of 2022, during the months of February, March and April. The research was carried out at the Federal Institute of Education, Science and Technology of Tocantins, Paraíso do Tocantins campus. involving 40 students of the 1st Year of Integrated High School in Agroindustry. Students of the 5th period of the Degree in Chemistry in cooperation with students of the 6th period of the Information System Course created and applied the game in the 1st year of the Integrated Medium in Agroindustry. The research started in the classroom with the division of the class into groups containing 4 members, delivery of a table containing the names, usability and applicability of the glassworks and equipment used in the laboratory, explanation of the rules of the game and the game Roulette of the glassworks. for each group. After the application of the game, an evaluation questionnaire was applied with the following closed questions: 1. Was the game easy to understand? 2. Does the game have clear rules? 3. Did the game contribute to the learning of the content? 4. Did the game help in fixing the content? 5. Do you prefer to learn with this game than another teaching method? 6. Do you approve of the game? 7. Was the game challenging for you? 8. Did the game arouse your interest in Chemistry? 9. What do you highlight as a positive point when playing glassworks Roulette?

Resultado e discussão

Graph 1 informs the students' answers in relation to the evaluative questionnaire applied to the students to learn about the use of the Roulette das Vidrarias game. Figure 2 represents the stages of the game. According to the results observed in Graph 1, the glassware Roulette game was easy to understand (100%), with clear rules (100%), contributing to the learning of content (85%), helping to fix the content (75 %), was preferred as a learning methodology over other teaching methods (100%), approved by students (95%), with a challenging character (65%), arousing interest in the discipline of Chemistry (75%) and as a positive points ease of learning (95%), fun (90%), association between theory and practice (75%), teamwork (70%), concentration (65%) and interaction between colleagues and the teacher (60% ). The game contributed to the learning, usability and applicability of the glassware used in the laboratory, as it was satisfactory, presenting results greater than or equal to 65% in all the questions questioned. Crisóstomo et al, (2018) performing analysis of a game produced in Microsoft Power Point also obtained satisfactory results after evaluating the game by the students. Da Silva et al, (2016) using a game as an alternative proposal for teaching laboratory glassware, declare that the influence that games have on students makes the teaching and learning process easier and more dynamic. Pires, Araujo-Jorge e Trajano, (2012) state that 55% of students have already used PowerPoint in class and 62.3% opined that the use of this software facilitates teaching and learning. Ferreira et al. (2019) applying a high school game, reported fun classes, socialization among students, knowledge and relaxation in the classroom.

Graph 1. Evaluation questionnaire



Figure 2. Glassware Roulette Game Steps



Conclusões

The glassware Roulette game evaluated by the students of the 1st year of Middle School Integrated in Agroindustry presented satisfactory results, where all the evaluated items presented values equal to or greater than 65% of approval. The game produced in the Microsoft PowerPoint program and applied helped in the fixation, contributing to the learning of the content about recognition, usability and applicability of glassware and equipment, used in the experimental activities of Chemistry classes, promoted learning by providing a pleasant and fun atmosphere.

Agradecimentos

To GOD, to the IFTO Paraíso do Tocantins campus

Referências

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Patrocinador Ouro

Conselho Federal de Química
ACS

Patrocinador Prata

Conselho Nacional de Desenvolvimento Científico e Tecnológico

Patrocinador Bronze

LF Editorial
Elsevier
Royal Society of Chemistry
Elite Rio de Janeiro

Apoio

Federación Latinoamericana de Asociaciones Químicas Conselho Regional de Química 3ª Região (RJ) Instituto Federal Rio de Janeiro Colégio Pedro II Sociedade Brasileira de Química Olimpíada Nacional de Ciências Olimpíada Brasileira de Química Rio Convention & Visitors Bureau