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This paper proposes the use of programming logic in the creation of an educational game for students aged 15 to 16, with the aim of facilitating understanding of the classification of living beings, a challenging subject in biology. The game offers a playful experience in which students randomly choose a card with the name of an organism and, based on questions about its characteristics, try to achieve a specific result. The proposal aims to make learning dynamic, preparing students for assessments such as the ENEM and university entrance exams. In addition, it seeks to integrate programming…mehr

Produktbeschreibung
This paper proposes the use of programming logic in the creation of an educational game for students aged 15 to 16, with the aim of facilitating understanding of the classification of living beings, a challenging subject in biology. The game offers a playful experience in which students randomly choose a card with the name of an organism and, based on questions about its characteristics, try to achieve a specific result. The proposal aims to make learning dynamic, preparing students for assessments such as the ENEM and university entrance exams. In addition, it seeks to integrate programming logic with biological knowledge, making classes more attractive, participatory and effective, allowing students to become protagonists of their learning and develop skills that are relevant to contemporary education.
Autorenporträt
Loide de Miranda Bossois jest nauczycielk¿ w systemie szkó¿ publicznych stanu Goiás. Specjalizuje si¿ w robotyce edukacyjnej i jej technologiach w nauczaniu matematyki na Federalnym Uniwersytecie Catalão, w technologiach stosowanych w nauczaniu biologii na Federalnym Uniwersytecie Goiás oraz posiada dyplom z biologii Katolickiego Uniwersytetu Goiás.