The Great Navigations and Digital Natives: Creation of a Hybrid Game as a Pedagogical Strategy for Teaching

Gabriel Spinelli Monteiro dos Santos, Talita Luciane de Moura, Paulo Rafael dos Santos, Estaner Claro Romão

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.


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DOI: https://doi.org/10.5296/jse.v12i2.19687

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Copyright (c) 2022 Gabriel Spinelli Monteiro dos Santos, Talita Luciane de Moura, Paulo Rafael dos Santos, Estaner Claro Romão

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Journal of Studies in Education ISSN 2162-6952

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