MOBILE AND UBIQUITOUS TECHNOLOGIES IN SCHOOL FINANCIAL EDUCATION TEACHING
Mobile and Ubiquitous Technologies, School Financial Education, Mathematics Education, Mobile Learning, Application, E-future.
The present work aims to analyze how mobile and ubiquitous technologies can contribute to the teaching of School Financial Education from the perspective of mobile learning in order to enhance the development of pedagogical practices in Mathematics classes. In this sense, we seek an answer to the following question: How can mobile and ubiquitous technologies contribute to the teaching of School Financial Education from the perspective of mobile learning in order to enhance the development of pedagogical practices in Mathematics classes? In addition, the research has as specific guiding objectives, to reflect on the use of mobile and ubiquitous technologies in the teaching of School Financial Education, to discuss the possibilities of integrating mobile and ubiquitous technologies and their relevance to the teaching of School Financial Education, to understand how students (re)signify their systematized knowledge about School Financial Education and its implications in the interaction between the activities developed and propose an application that aims to stimulate School Financial Education to mobilize knowledge involving the theme. The research was developed based on pedagogical intervention, in a qualitative approach. During data collection, the following instruments were used: semi-structured interview, recording of interactions through photography and use of a logbook. The 18 subjects involved are part of the school group belonging to the 5th year of Elementary School 1, in the morning shift, of a municipal school in Rio Largo-AL. In view of the completed research, we found that the students were able to reflect on the situations of school financial education, envisioning its applicability in everyday life, in addition to allowing an understanding of the unique aspects of consumerism, arousing interest in the act of saving and creating plans. From the methodology applied with the handling of the App, it allowed new learning opportunities on the subject through the interaction and participation of the subjects in the different stages of the games created in the virtual environment. This interface introduces the student that learning goes beyond the physical space of the school and can be accessed at any time due to the interest of this subject. In this sense, we recognize the application's contribution to student learning, showing that Mobile Technologies contribute to the construction of knowledge in a collaborative way.