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Copyright Instituto Federal de Educacao Ciencia e Tecnologia do Rio Grande do Norte 2017

Abstract

ABSTRACT This work has the purpose of presenting strategies of use of digital platform to engage and dynamize the teaching process. Since its inception the Internet (Web) has been presented as a powerful tool that can be used in several contexts, including education, with its interactive and dynamic interfaces. Step 02, moment of teacher interaction with Socrative platform, creation of questionnaires, Step 03, moment of class, where the teacher provides access through code, so that students have the possibility to access the quizzes and study (Study teams) and individual, thus being able to review the content, study at home or in the computer laboratory of the educational institution or another location that is convenient, for its multi-platform feature: cell phone, tablet . Skimmed planning makes the classroom more innovative and interactive, where students become active agents of the teaching-learning process.

Details

Title
GAMIFICATION E A WEB 2.0: planejando processo ensino-aprendizagem
Author
Monte, W S; Barreto, M M; Rocha, A B
Pages
90-97
Publication year
2017
Publication date
2017
Publisher
Instituto Federal de Educacao Ciencia e Tecnologia do Rio Grande do Norte
ISSN
15181634
e-ISSN
18071600
Source type
Scholarly Journal
Language of publication
Portuguese
ProQuest document ID
1977511939
Copyright
Copyright Instituto Federal de Educacao Ciencia e Tecnologia do Rio Grande do Norte 2017