{"id":{"repo_id":"brazil-ufpb","oai_identifier":"oai:repositorio.ufpb.br:123456789/1402"},"canonical_url":"https://search.dev.ndltd.org/etd/brazil-ufpb/oai:repositorio.ufpb.br:123456789/1402","repository":{"repo_id":"brazil-ufpb","name":"Brazil UFPB","base_url":"https://repositorio.ufpb.br/oai/request"},"display":{"title":"O aprender através dos jogos nos anos iniciais do ensino fundamental I","abstract":"This paper focuses on the application of the study of the game in elementary school, with childre aged 6-7 years old, at the MunicipalSchoolBerenice Ribeiro Coutinho, in the town of Bayeux, and was intended to identify the game in the classroom It can be a tool that contributes (or not) for teaching and learning processo f the students of the 1 st year elementns were addressed that characterize the game as a tool that provides a context to stimulate mental activity and can expland capacity to cooperate and release of students. The use of games is present at different times of people’s lives and can contribute as a way to balace with the real world and the world of imagination. According to the authors, such as: Kishimoto, Brougére, Piaget, Paulo Freire, Chateau, Antunes and many others. The nature of research is qualitative approach, carried out through semi- strutuctured interviews, observations, records and activities in the search field. The survey was conducted in two months between April and May 2016, in ordetto suggest ways that allow the use of games as stimulus for the process of teaching and learning, providing students with a more pleasant and motivating environment.","abstract_html":"This paper focuses on the application of the study of the game in elementary school, with childre aged 6-7 years old, at the MunicipalSchoolBerenice Ribeiro Coutinho, in the town of Bayeux, and was intended to identify the game in the classroom It can be a tool that contributes (or not) for teaching and learning processo f the students of the 1 st year elementns were addressed that characterize the game as a tool that provides a context to stimulate mental activity and can expland capacity to cooperate and release of students. The use of games is present at different times of people’s lives and can contribute as a way to balace with the real world and the world of imagination. According to the authors, such as: Kishimoto, Brougére, Piaget, Paulo Freire, Chateau, Antunes and many others. The nature of research is qualitative approach, carried out through semi- strutuctured interviews, observations, records and activities in the search field. The survey was conducted in two months between April and May 2016, in ordetto suggest ways that allow the use of games as stimulus for the process of teaching and learning, providing students with a more pleasant and motivating environment.","abstract_has_math":false,"creators":["Silva, Aline Raquel da","Santos, Edyelle Ferreira dos","Silva, Nailza Pereira da"],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2016,"date_issued":"2016-10-10","date_published":"2016-10-10","updated_at":"2026-07-24T01:18:13Z","subjects":["Ensino fundamental","Lúdico - jogos e brincadeiras","Ensino - aprendizagem"],"languages":["pt"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://repositorio.ufpb.br/jspui/handle/123456789/1402","outbound_label":"Repository record","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Silva, Aline Raquel da","Santos, Edyelle Ferreira dos","Silva, Nailza Pereira da"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2016-10-10T14:44:03Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2016-10-10T14:44:03Z"]},{"key":"dc:date.issued","label":"Date","values":["2016-10-10"]},{"key":"dc:type","label":"Dc Type","values":["TCC"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Ensino fundamental","Lúdico - jogos e brincadeiras","Ensino - aprendizagem"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["pt"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://repositorio.ufpb.br/jspui/handle/123456789/1402"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["This paper focuses on the application of the study of the game in elementary school, with childre aged 6-7 years old, at the MunicipalSchoolBerenice Ribeiro Coutinho, in the town of Bayeux, and was intended to identify the game in the classroom It can be a tool that contributes (or not) for teaching and learning processo f the students of the 1 st year elementns were addressed that characterize the game as a tool that provides a context to stimulate mental activity and can expland capacity to cooperate and release of students. The use of games is present at different times of people’s lives and can contribute as a way to balace with the real world and the world of imagination. According to the authors, such as: Kishimoto, Brougére, Piaget, Paulo Freire, Chateau, Antunes and many others. The nature of research is qualitative approach, carried out through semi- strutuctured interviews, observations, records and activities in the search field. The survey was conducted in two months between April and May 2016, in ordetto suggest ways that allow the use of games as stimulus for the process of teaching and learning, providing students with a more pleasant and motivating environment."]},{"key":"dc:title","label":"Title","values":["O aprender através dos jogos nos anos iniciais do ensino fundamental I"]}]}],"canonical_facts":{"dc:creator":["Silva, Aline Raquel da","Santos, Edyelle Ferreira dos","Silva, Nailza Pereira da"],"dc:date.accessioned":["2016-10-10T14:44:03Z"],"dc:date.available":["2016-10-10T14:44:03Z"],"dc:date.issued":["2016-10-10"],"dc:description.abstract":["This paper focuses on the application of the study of the game in elementary school, with childre aged 6-7 years old, at the MunicipalSchoolBerenice Ribeiro Coutinho, in the town of Bayeux, and was intended to identify the game in the classroom It can be a tool that contributes (or not) for teaching and learning processo f the students of the 1 st year elementns were addressed that characterize the game as a tool that provides a context to stimulate mental activity and can expland capacity to cooperate and release of students. The use of games is present at different times of people’s lives and can contribute as a way to balace with the real world and the world of imagination. According to the authors, such as: Kishimoto, Brougére, Piaget, Paulo Freire, Chateau, Antunes and many others. The nature of research is qualitative approach, carried out through semi- strutuctured interviews, observations, records and activities in the search field. The survey was conducted in two months between April and May 2016, in ordetto suggest ways that allow the use of games as stimulus for the process of teaching and learning, providing students with a more pleasant and motivating environment."],"dc:identifier.uri":["https://repositorio.ufpb.br/jspui/handle/123456789/1402"],"dc:language.iso":["pt"],"dc:subject":["Ensino fundamental","Lúdico - jogos e brincadeiras","Ensino - aprendizagem"],"dc:title":["O aprender através dos jogos nos anos iniciais do ensino fundamental I"],"dc:type":["TCC"]},"updated_at":"2026-07-24T01:18:13Z"}