Cycle of experience of recreational and educational activity (CEREA): the contributions of digital games to active technological learning (ATL) of concepts in physical chemistry
Chemistry teaching. Cycle of Playful and Educational Activity Experience. Active technological learning. Physicochemical. Digital Educational Games.
The assimilation of concepts in Chemistry, although intriguing, can face several significant challenges for most students. Such obstacles can derive from several variables, ranging from the complexity inherent in abstraction to less effective teaching approaches. Several researches in the educational field highlight the relevance of using pedagogical and didactic games to facilitate the understanding of concepts in the teaching of Chemistry, however, clarity in relation to Educational Digital Games is still limited. These resources can be configured as auxiliary tools for teachers, as they seek to arouse students' interest, providing the learning of concepts, promoting interaction in the classroom and facilitating the understanding of the content covered in this discipline. The main objective of this study is to analyze the contributions of an Educational Digital Game, methodologically organized as a Cycle of Playful and Educational Activity Experience (CEALE), to promote Active Technological Learning (ATA) of Physical Chemistry concepts. The research will be carried out in a High School Reference School (EREM) in the city of Gravatá - PE. With high school students who find Chemistry content difficult to understand. The research participants will be 1 (one) class of students from the State Public Network in the 2nd Year of High School, totaling 40 (forty) students, these being Chemistry students who accept to participate in the research by signing the TALE - Term of Assent Free Informed Consent (for minors between 7 and 18 years old), the TCLE - Informed Consent Form (for legal guardians of minors under 18 years old), the TCLE - Free Informed Consent Form (for those over 18 years old or emancipated). Data collection will be carried out in person, at the location defined in this research. Students will participate in the research at times in groups and at other times individually, answering questionnaires and semi-structured interviews and participating in the experience of the educational digital game. Data collection will be carried out over a period of 04 (four) hours, in 06 (six) meetings of 40 (forty) minutes, during all stages - interview, answering the questionnaires, observation, explanation of the content and the experience of the educational digital game. The data will be analyzed, based on the Theory of Personal Constructs (TCP) proposed by George Kelly (1955), which will be used to reflect on the possible impacts of JDE on learning Chemistry concepts. And the principles of the 5 principles of Active Technological Learning (ATA) proposed by we will also use the EGameFlow (EGF) models to evaluate the usability of the JDE, to evaluate the Reliability/Consistency the Cronbach coefficient (2004) will be used. To analyze the interviews and observation protocols, we will use Content Analysis (CA) by Bardin (2015). We will demonstrate the organization of the 5 (five) stages of CEALE dealing with the description: (1) Preview; (2) Preparation; (3) Technological Playful Intervention; (4) Referendum and (5) Conceptual Reconstruction. It is expected that the results will contribute to the understanding of the concepts of Physical Chemistry, assisting in the teaching-learning process of students and promoting dialogue in the classroom through the application of the Cycle of Playful and Educational Activity Experience (CEALE) .