Banca de QUALIFICAÇÃO: VALDICK BARBOSA DE SALES JUNIOR

Uma banca de QUALIFICAÇÃO de DOUTORADO foi cadastrada pelo programa.
STUDENT : VALDICK BARBOSA DE SALES JUNIOR
DATE: 30/08/2023
TIME: 08:30
LOCAL: Centro de Educação
TITLE:

USE OF METACOGNITIVE AWARENESS IN THE CONTEXT OF LEARNING WITH DIGITAL GAMES IN HIGHER EDUCATION


KEY WORDS:

Metacognition; Digital games; Cognitive Learning.


PAGES: 115
BIG AREA: Ciências Humanas
AREA: Educação
SUBÁREA: Ensino-Aprendizagem
SPECIALTY: Tecnologia Educacional
SUMMARY:

This thesis aims to investigate the impact of using digital games in higher education in promoting students' metacognitive awareness and in the significant learning gain compared to conventional teaching approaches. The study follows a quantitative approach with an experimental method, using two analysis groups: an experimental group, which will be exposed to the use of digital games, and a control group, which will follow conventional teaching methods. The guiding question of this research is: "If the implementation of digital games in higher education promotes the development of students' metacognitive awareness, resulting in a significant learning gain in relation to conventional approaches?". Metacognitive awareness is the ability of students to reflect on their own learning processes, understanding their cognitive strategies and adapting them to achieve better results. Digital games offer a favorable environment for the development of this skill, as they require decision-making, critical thinking and self-regulation on the part of the players. The study will be conducted with a sample of university students from two courses in the health area, at a local college in Maceió. To collect the data, questionnaires will be applied to assess the level of metacognitive awareness of the participants, as well as an assessment at the beginning (pre-test) and after the intervention with the digital games (post-test). The experimental group will be subjected to learning activities using the serious game EducaAnatomia3D that were carefully selected based on their relevance and suitability to the academic content. Meanwhile, the control group will receive traditional classes without the use of games. To analyze the collected data, the statistical program Jamovi version 2.3.21 will be used, allowing the application of adequate statistical tests to compare the results of the two groups. The main focus will be to identify whether students who used digital games have greater development of metacognitive awareness and learning gains compared to the control group. The main hypotheses of this study are: Students who use digital games in their learning experience greater metacognitive awareness compared to those who do not use games; the level of metacognitive awareness is related to the students' learning gain; the use of digital games in higher education results in a greater learning gain compared to traditional teaching methods. The results of this research have the potential to contribute significantly to understanding the role of digital games as an effective educational tool to promote students' metacognitive awareness in higher education. In addition, the findings may support more innovative and efficient pedagogical practices, stimulating the development of teaching strategies that favor self-reflection and continuous improvement of the learning process of university students.


BANKING MEMBERS:
Presidente - 1820982 - FERNANDO SILVIO CAVALCANTE PIMENTEL
Interno(a) - 1121358 - LUIS PAULO LEOPOLDO MERCADO
Interno(a) - 4357783 - MARIA APARECIDA PEREIRA VIANA
Externo(a) à Instituição - JOÃO BATISTA BOTTENTUIT JÚNIOR - UFMA
Externo(a) à Instituição - LYNN ROSALINA GAMA ALVES - UFBA
Notícia cadastrada em: 27/07/2023 11:40
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