Escape room covid-19: uma abordagem pedagógica inovadora para o ensino de ciências no ensino fundamental
Abstract
The 21st century is characterized by being an era marked by increasing computerization, where constant and significant transformations are taking place in all areas of knowledge. These changes require individuals who are increasingly engaged and active, capable of contributing significantly to the progress and development of society as a whole. The ongoing social transformations driven by scientific and technological progress lead us to reflect on the pressing need for a renewal in the teaching and learning process of science content, which can occur through the use of differentiated methodologies. The aim of this article is to present a digital game in the format of an Escape Room as an innovative educational resource for teaching science, based on playfulness and interactivity, aiming to awaken and develop students' interest in classes. The research adopted a qualitative exploratory approach, using a case study methodology. The process involved the following stages: literature review, application of a diagnostic questionnaire to a 6th-grade class in Elementary School, followed by the analysis of the data obtained, and the construction and application of the digital game "Escape Room: Covid 19". Finally, an analysis of the experiences observed by the teacher/researcher during the game's use was conducted. Based on the conclusions of this research, it was possible to verify that the use of an Escape Room as an educational resource in the teaching of science opened up new perspectives for a more dynamic and attractive education, as it provides a challenging and motivating environment, promoting the development of cognitive and social skills such as problem-solving, teamwork, and critical thinking. Thus, the game proved to be a promising resource for the teaching of scientific content.
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