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O presente relatório é elaborado no âmbito da unidade curricular de Iniciação à Prática Profissional (IPP3), inserida no Mestrado em Ensino de Geografia no 3.º Ciclo do Ensino Básico e no Ensino Secundário e pretende explorar as atividades desenvolvidas no decorrer da sequência letiva lecionada na Escola Secundária de Pinhal Novo, com a turma 10.ºF, no contexto da disciplina de Geografia A, no ano letivo 2024/2025. As atividades integraram-se no tema dos Recursos Marítimos e têm como finalidade a compreensão dos diferentes usos dos recursos marítimos, dos impactes da sua exploração e de estratégias de gestão sustentável. Sustentadas em metodologias de aprendizagem ativa, as atividades recorreram a diversas estratégias, com destaque para a gamificação, através da aplicação de quizzes digitais, vídeos, um sistema de pontos e o escape room. O recurso a estas estratégias procura reforçar a motivação e participação dos alunos ao longo das aulas, promovendo uma maior interação com os conteúdos explorados. A planificação e dinamização de um escape room geográfico, configura-se como um momento chave da sequência didática, objetivando os conhecimentos construídos, através da resolução de enigmas, e desenvolvendo diversas competências como o pensamento crítico e o relacionamento interpessoal. A avaliação, realizada de forma contínua, baseada na observação direta e no sistema de pontos, é complementada com uma ficha de avaliação sumativa. No decorrer das atividades, os alunos demonstraram progressos na autonomia, no pensamento crítico, na ligação entre teoria e realidade e no trabalho colaborativo. Os resultados revelam uma consolidação satisfatória dos conteúdos, em especial na interpretação de gráficos e na aplicação de conhecimentos geográficos. A experiência vivida permite destacar o papel das metodologias ativas, com especial enfâse para a gamificação, enquanto estratégia potenciadora de aprendizagens significativas e motivadoras, bem como no desenvolvimento de competências alinhadas com os atuais desafios da Educação Geográfica e do mundo.
This report is prepared within the scope of the course Introduction to Professional Practice (IPP3), part of the Master’s Degree in Geography Teaching for the 3rd Cycle of Basic Education and Secondary Education. It aims to explore the activities developed during the teaching sequence conducted at Escola Secundária de Pinhal Novo with the 10th-grade class 10.ºF, in the context of the subject Geography A, during the 2024/2025 academic year. The activities were integrated into the theme of Marine Resources and aimed to foster an understanding of the different uses of marine resources, the impacts of their exploitation, and sustainable management strategies. Supported by active learning methodologies, the activities employed various strategies, with particular emphasis on gamification, through digital quizzes, videos, a point system, and an escape room. The use of these strategies sought to enhance students’ motivation and participation throughout the lessons, promoting greater interaction and engagement with the explored content. The planning and facilitation of a digital geography escape room constituted a key moment of the teaching sequence, aiming to consolidate the knowledge acquired through puzzle-solving and to develop various skills such as critical thinking, interpersonal relationships, and teamwork. Assessment was carried out continuously, based on direct observation and the point system, and complemented with a summative evaluation sheet. Throughout the activities, students demonstrated progress in autonomy, critical thinking, connecting theory with reality, and collaborative work. The results revealed satisfactory consolidation of the content, particularly in graph interpretation and the application of geographical knowledge. The experience highlights the role of active methodologies, with special emphasis on gamification, as a strategy that promotes meaningful and motivating learning, as well as the development of competencies aligned with the current challenges in Geography Education and the world.
This report is prepared within the scope of the course Introduction to Professional Practice (IPP3), part of the Master’s Degree in Geography Teaching for the 3rd Cycle of Basic Education and Secondary Education. It aims to explore the activities developed during the teaching sequence conducted at Escola Secundária de Pinhal Novo with the 10th-grade class 10.ºF, in the context of the subject Geography A, during the 2024/2025 academic year. The activities were integrated into the theme of Marine Resources and aimed to foster an understanding of the different uses of marine resources, the impacts of their exploitation, and sustainable management strategies. Supported by active learning methodologies, the activities employed various strategies, with particular emphasis on gamification, through digital quizzes, videos, a point system, and an escape room. The use of these strategies sought to enhance students’ motivation and participation throughout the lessons, promoting greater interaction and engagement with the explored content. The planning and facilitation of a digital geography escape room constituted a key moment of the teaching sequence, aiming to consolidate the knowledge acquired through puzzle-solving and to develop various skills such as critical thinking, interpersonal relationships, and teamwork. Assessment was carried out continuously, based on direct observation and the point system, and complemented with a summative evaluation sheet. Throughout the activities, students demonstrated progress in autonomy, critical thinking, connecting theory with reality, and collaborative work. The results revealed satisfactory consolidation of the content, particularly in graph interpretation and the application of geographical knowledge. The experience highlights the role of active methodologies, with special emphasis on gamification, as a strategy that promotes meaningful and motivating learning, as well as the development of competencies aligned with the current challenges in Geography Education and the world.
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Maritime Resources Geography Active Learning Gamification Escape Room Recursos Marítimos Geografia Aprendizagem ativa Gamificação Escape room
