A tecnologia no processo educativo: Internet das coisas e gamificação

This article aims to provoke a critical reflection on the use of Digital Technologies of Information and Communication (TDIC) in the educational process and to bring the discussion about the possibilities of the internet of things and gamification in the contemporary world. Thus, the article deals b...

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Autor principal: Cardim, Alan Gomes
Outros Autores: Weck, João Tadeu
Formato: bachelorThesis
Idioma:pt_BR
Publicado em: Universidade Federal do Rio Grande do Norte
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Endereço do item:https://repositorio.ufrn.br/handle/123456789/42404
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Resumo:This article aims to provoke a critical reflection on the use of Digital Technologies of Information and Communication (TDIC) in the educational process and to bring the discussion about the possibilities of the internet of things and gamification in the contemporary world. Thus, the article deals briefly with contents such as education, connectivity, internet of things, gamification and relations with pedagogical praxis. The internet of things is a socio-technological current that comes to revolutionize society in general, in view of this, there is a gigantic amount of information about it. With that, this research presents a brief synthesis of these contents. As a methodology for data capture, qualitative research was used in order to achieve the above objectives in order to clarify what is proposed hereinafter. The results achieved start from the principle that the subject is the main developer of knowledge and that this is enhanced with the advent of technology based on education, thus enhancing the cognitive process inherent in learning.