The Great Navigations and Digital Natives: Creation of a Hybrid Game as a Pedagogical Strategy for Teaching (2022)
- Authors:
- USP affiliated authors: ROMÃO, ESTANER CLARO - EEL ; MOURA, TALITA LUCIANE DE - EEL ; SANTOS, PAULO RAFAEL DOS - EEL ; SANTOS, GABRIEL SPINELLI MONTEIRO DOS - EEL
- Unidade: EEL
- DOI: 10.5296/jse.v12i2.19687
- Assunto: ENSINO E APRENDIZAGEM
- Keywords: Great Navigations; History Teaching; Hybrid games; QR Code
- Agências de fomento:
- Language: Inglês
- Abstract: Starting from the historical premise and the relevance of the theme in the construction of the identity of the American peoples, this work has the general objective of providing students with an understanding of the details that permeated the Great Navigations and their consequences. As specific objectives and aligned with the demands of the National Common Curricular Base (BNCC), we sought to develop an understanding of the meaning of modernity in the European conception, and thus to identify the connections between the society of the new world and understand the characteristic aspects of the African and American societies. In History classes for students in the seventh year of Elementary School of a private school in the State of São Paulo, there was a need to find instruments that could develop an active posture in relation to knowledge, as well as lead to understanding, assimilation, and appropriation of the theme. However, the creation of a hybrid game was considered, in the format of a board with cards in QR Code, as a proposal for the teaching of history to digital natives. Thus, after the study and application of diagnostic evaluation, it was requested to students the creation of questions about the subject, what would become, after the curatorship of the researchers, the playing cards. After the contextualization, application of the game, and verification of learning through Kahoot had been carried out, the evolution in learning was noticed. All research was based on a qualitative case study, which allowed us to find the result that will be presented.
- Imprenta:
- Source:
- Título: Journal of studies in education
- ISSN: 21626952
- Volume/Número/Paginação/Ano: v.12, n.2, p.1-17, 2022
- Este periódico é de acesso aberto
- Este artigo NÃO é de acesso aberto
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ABNT
SANTOS, Gabriel Spinelli Monteiro dos et al. The Great Navigations and Digital Natives: Creation of a Hybrid Game as a Pedagogical Strategy for Teaching. Journal of studies in education, v. 12, n. 2, p. 1-17, 2022Tradução . . Disponível em: https://doi.org/10.5296/jse.v12i2.19687. Acesso em: 23 jan. 2026. -
APA
Santos, G. S. M. dos, Moura, T. L. de, Santos, P. R., & Romao, E. C. (2022). The Great Navigations and Digital Natives: Creation of a Hybrid Game as a Pedagogical Strategy for Teaching. Journal of studies in education, 12( 2), 1-17. doi:10.5296/jse.v12i2.19687 -
NLM
Santos GSM dos, Moura TL de, Santos PR, Romao EC. The Great Navigations and Digital Natives: Creation of a Hybrid Game as a Pedagogical Strategy for Teaching [Internet]. Journal of studies in education. 2022 ;12( 2): 1-17.[citado 2026 jan. 23 ] Available from: https://doi.org/10.5296/jse.v12i2.19687 -
Vancouver
Santos GSM dos, Moura TL de, Santos PR, Romao EC. The Great Navigations and Digital Natives: Creation of a Hybrid Game as a Pedagogical Strategy for Teaching [Internet]. Journal of studies in education. 2022 ;12( 2): 1-17.[citado 2026 jan. 23 ] Available from: https://doi.org/10.5296/jse.v12i2.19687 - Tecnologias assistivas na educação básica: uma proposta de integração do público não vidente no ambiente da escola pública regular
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Informações sobre o DOI: 10.5296/jse.v12i2.19687 (Fonte: oaDOI API)
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