Introduction to the study of motion and graphics mediated by a virtual board game
DOI:
https://doi.org/10.5902/2179460X69658Keywords:
Game based learning, Kinematics, Graphs interpretationAbstract
Technological advances in the last decades have demanded new ways of teaching at different levels. In this way, we present, analyze and discuss the possibilities in applying a proposal of didactic material that we developed to be used with students in the final years of elementary school II and high school. The material is composed of a virtual board game and software developed in Python that allows the organization and analysis of the game’s data. The material, of a ludic and technological nature, allows study concepts related to the movement of an object, such as position, classification of its movement velocity. This study is executed through the analysis of the data generated by each student in the board game and plotted in graphs of position and velocity, both versus time. The platform is intuitive, relatively simple to use and shows the potential to contribute to the teaching process in a more meaningful context, allowing students to be more engaged and concreteness about the topic.
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