{"id":{"repo_id":"brazil-ufpb","oai_identifier":"oai:repositorio.ufpb.br:123456789/434"},"canonical_url":"https://search.dev.ndltd.org/etd/brazil-ufpb/oai:repositorio.ufpb.br:123456789/434","repository":{"repo_id":"brazil-ufpb","name":"Brazil UFPB","base_url":"https://repositorio.ufpb.br/oai/request"},"display":{"title":"A importância da ludicidade no ensino de ciências.","abstract":"Fun games are useful tools for teaching and learning processes, as presented as alternatives that help build knowledge by students. The aim of this study was to analyze the results of an educational intervention using the drafting, preparation, implementation and evaluation of seven educational games as a way to assist in the teaching and learning of Science students of the 6th year of elementary school. Participated in this study four groups of students of the 6th year of elementary school Public school Ulisses Mauricio localized in Sertãozinho-PB. The classes were divided into two groups, one (control group) which would be part of the students who have just lectures using the traditional methodology of teaching and one (the experimental group) which would be present students who would participate in the construction and application of educational games in teaching science. At the end we conducted a qualitative research case study from a questionnaire and an evaluation which sought to examine students' ideas about the teaching-learning theme. The results confirmed the effectiveness of theoretical and practical exposure in the teaching-learning process in science, and students from the experimental group had better performance than students in the control group, in addition, one can also see that the students enjoyed the games, for, through them, the contents were reviewed and learn new subjects was favored. Thus, the use of games proved as a facilitator in the educational process, it promoted the understanding of the contents, the arguments and socialization among students.","abstract_html":"Fun games are useful tools for teaching and learning processes, as presented as alternatives that help build knowledge by students. The aim of this study was to analyze the results of an educational intervention using the drafting, preparation, implementation and evaluation of seven educational games as a way to assist in the teaching and learning of Science students of the 6th year of elementary school. Participated in this study four groups of students of the 6th year of elementary school Public school Ulisses Mauricio localized in Sertãozinho-PB. The classes were divided into two groups, one (control group) which would be part of the students who have just lectures using the traditional methodology of teaching and one (the experimental group) which would be present students who would participate in the construction and application of educational games in teaching science. At the end we conducted a qualitative research case study from a questionnaire and an evaluation which sought to examine students&#x27; ideas about the teaching-learning theme. The results confirmed the effectiveness of theoretical and practical exposure in the teaching-learning process in science, and students from the experimental group had better performance than students in the control group, in addition, one can also see that the students enjoyed the games, for, through them, the contents were reviewed and learn new subjects was favored. Thus, the use of games proved as a facilitator in the educational process, it promoted the understanding of the contents, the arguments and socialization among students.","abstract_has_math":false,"creators":["Silva, Josinalva Nunes da Costa."],"institution":"Biologia","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2013,"date_issued":"2013-09-06","date_published":"2013-09-06","updated_at":"2026-07-24T01:17:54Z","subjects":["Ensino de ciências","Ludicidade","Jogos lúdicos","Science teaching","Play games"],"languages":["pt"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://repositorio.ufpb.br/jspui/handle/123456789/434","outbound_label":"Repository record","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Silva, Josinalva Nunes da Costa."]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2013-09-06T21:17:12Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2013-09-06T21:17:12Z"]},{"key":"dc:date.issued","label":"Date","values":["2013-09-06"]},{"key":"dc:publisher.department","label":"Dc Publisher Department","values":["Biologia"]},{"key":"dc:type","label":"Dc Type","values":["TCC"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Ensino de ciências","Ludicidade","Jogos lúdicos","Science teaching","Play games"]}]},{"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/123456789/434"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Fun games are useful tools for teaching and learning processes, as presented as alternatives that help build knowledge by students. The aim of this study was to analyze the results of an educational intervention using the drafting, preparation, implementation and evaluation of seven educational games as a way to assist in the teaching and learning of Science students of the 6th year of elementary school. Participated in this study four groups of students of the 6th year of elementary school Public school Ulisses Mauricio localized in Sertãozinho-PB. The classes were divided into two groups, one (control group) which would be part of the students who have just lectures using the traditional methodology of teaching and one (the experimental group) which would be present students who would participate in the construction and application of educational games in teaching science. At the end we conducted a qualitative research case study from a questionnaire and an evaluation which sought to examine students' ideas about the teaching-learning theme. The results confirmed the effectiveness of theoretical and practical exposure in the teaching-learning process in science, and students from the experimental group had better performance than students in the control group, in addition, one can also see that the students enjoyed the games, for, through them, the contents were reviewed and learn new subjects was favored. Thus, the use of games proved as a facilitator in the educational process, it promoted the understanding of the contents, the arguments and socialization among students."]},{"key":"dc:title","label":"Title","values":["A importância da ludicidade no ensino de ciências."]}]}],"canonical_facts":{"dc:creator":["Silva, Josinalva Nunes da Costa."],"dc:date.accessioned":["2013-09-06T21:17:12Z"],"dc:date.available":["2013-09-06T21:17:12Z"],"dc:date.issued":["2013-09-06"],"dc:description.abstract":["Fun games are useful tools for teaching and learning processes, as presented as alternatives that help build knowledge by students. The aim of this study was to analyze the results of an educational intervention using the drafting, preparation, implementation and evaluation of seven educational games as a way to assist in the teaching and learning of Science students of the 6th year of elementary school. Participated in this study four groups of students of the 6th year of elementary school Public school Ulisses Mauricio localized in Sertãozinho-PB. The classes were divided into two groups, one (control group) which would be part of the students who have just lectures using the traditional methodology of teaching and one (the experimental group) which would be present students who would participate in the construction and application of educational games in teaching science. At the end we conducted a qualitative research case study from a questionnaire and an evaluation which sought to examine students' ideas about the teaching-learning theme. The results confirmed the effectiveness of theoretical and practical exposure in the teaching-learning process in science, and students from the experimental group had better performance than students in the control group, in addition, one can also see that the students enjoyed the games, for, through them, the contents were reviewed and learn new subjects was favored. Thus, the use of games proved as a facilitator in the educational process, it promoted the understanding of the contents, the arguments and socialization among students."],"dc:identifier.uri":["https://repositorio.ufpb.br/jspui/handle/123456789/434"],"dc:language.iso":["pt"],"dc:publisher.department":["Biologia"],"dc:subject":["Ensino de ciências","Ludicidade","Jogos lúdicos","Science teaching","Play games"],"dc:title":["A importância da ludicidade no ensino de ciências."],"dc:type":["TCC"]},"updated_at":"2026-07-24T01:17:54Z"}