Sala de aula 4.0 - Uma proposta de ensino remoto baseado em sala de aula invertida, gamification e PBL
Resumo
Os crescentes avanços tecnológicos e o fácil acesso a novas tecnologias levaram a mudanças significativas na socie- dade as quais agora se refletem na educação. Com o objetivo de melhorar o processo de aprendizagem contribuindo com o aprimoramento das metodologias de ensino, este artigo apresenta o uso de técnicas de sala de aula invertida, aprendizagem baseada em problemas, trabalho em grupo e gamification em um curso de Inteligência Artificial. A metodologia apresentada aqui foi alcançada através experimentações e mudanças incrementais definidas a partir das opiniões dos alunos e dos resultados produzidos por eles. Uma quarta abordagem é sugerida para atender a demanda por aulas remotas durante o período de pandemia do COVID-19. Essa proposta foi constituída a partir das experiências obtidas nas abordagens anteriores. Os resultados preliminares mostraram uma melhora nas notas dos alunos, além de estimular o pensamento crítico e o uso de conceitos teóricos na resolução de problemas práti- cos durante as aulas, melhorando o uso de pensamentos de primeira ordem, conforme definido pela Taxonomia de Bloom. Os resultados são encorajadores e nos permitiram refletir como a nova geração de alunos está aprendendo e as melhores práticas para construir conhecimento em sala de aula.
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DOI: https://doi.org/10.5753/rbie.2020.28.0.909
DOI (PDF): https://doi.org/10.5753/rbie.2020.28.0.909
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Revista Brasileira de Informática na Educação (RBIE) (ISSN: 1414-5685; online: 2317-6121)
Brazilian Journal of Computers in Education (RBIE) (ISSN: 1414-5685; online: 2317-6121)