FERREIRA, Maria Auriclécia dos Santos.
Abstract:
Technologies have gained more and more space in the social routine of subjects. Telephones, computers and video games are part of the daily lives of young people and adolescents so that they can take your attention all day long. In this scenario, we analyze the possibility of using these tools to facilitate and make the teaching-learning process more interesting, stimulating their mental and cognitive skills through a methodology that keeps them involved. Thus, the purpose of this research is to analyze electronic games as a methodological possibility in the teaching of history. In order to do so, we initially sought to understand the emergence of games and electronic games. Next, the use of these new technologies in the classroom and the relation of students and teachers with them were analyzed. The field of research was the State School Dom Moisés Coêlho, through a semistructured research carried out with 8th grade students. In this perspective, we investigated the most common games among these youngsters, if they could perceive similarity or relationship between the context of some games and the subject studied in the classroom and what was their view on the use of electronic games as a tool education. Finally, it is concluded that many students perceive in games only the recreational purpose, few perceive relationship between didactic subjects and the contexts of the games and some are even against the use of this teaching methodology. It is thus realized that even if it is possible and useful to apply electronic games as a teaching strategy, it is necessary for teachers to master the technology that will use and plan and elaborate very well the activities they will carry out to really achieve the educational purpose in the Use of games.