Implementação de uma estratégia blended peer-assistented learning: uma abordagem roleplaying
This work describes a learning/teaching approach using the PAL (Peer Assisted Learning) methodology through the adoption of Roleplaying strategy for the Technical Computing Program of IFBA – Federal Institute of Education, Science and Technology of Bahia – Paulo Afonso Campus. This methodology was a...
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| Tipo de recurso: | tesis de maestría |
| Estado: | Versión publicada |
| Fecha de publicación: | 2015 |
| País: | Brasil |
| Institución: | Universidade Salvador (UNIFACS) |
| Repositorio: | Biblioteca Digital de Teses e Dissertações da UNIFACS |
| Idioma: | portugués |
| OAI Identifier: | oai:teste.tede.unifacs.br:tede/525 |
| Acceso en línea: | http://teste.tede.unifacs.br:8080/tede/handle/tede/525 |
| Access Level: | acceso abierto |
| Palabra clave: | Peer-Assisted Learning Estratégias Peer-Assisted Learning e-Learning Blended Learning Moodle EdModo e-PAL Roleplaying Ciências Exatas e da Terra |
| Sumario: | This work describes a learning/teaching approach using the PAL (Peer Assisted Learning) methodology through the adoption of Roleplaying strategy for the Technical Computing Program of IFBA – Federal Institute of Education, Science and Technology of Bahia – Paulo Afonso Campus. This methodology was applied in Computer Networks I course, a class of Subsequent mode and a class of integrated mode during the second semester of 2014. The PAL methodology is a relatively new concept and is on the rise, with an increasing number of institutions and organizations adopting one of its teaching strategies for their students´ education. The learning approach is based on the interaction among their students (peers), which contributes to a faster and more effective learning. This dissertation presents a literature review about learning methodologies (E-Learning, Blended Learning and PAL), emphasizing on Roleplaying strategies. The work carried out in this research aims at identifying and defining a guideline to be applied by teachers that intend to make use of a Roleplaying strategy as a computer-supported pedagogical tool. Some of the Virtual Learning Environments available today were analyzed in order to identify which is more suitable for the implementation of a Roleplaying strategy. In order to illustrate the advantages and disadvantages of the Roleplaying strategy, a case study was proposed using a Virtual Learning Environment called Edmodo. The results obtained from the assessment of the case study allowed the verification of the feasibility of the application of Roleplaying strategies in technological education as a useful tool in order to provide successful learning outcomes. |
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