Jogos de tabuleiro modernos e ensino de lógica no ensino médio: um estudo com o Turing Machine
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Universidade Federal de Viçosa
Abstract
O objetivo desta pesquisa é avaliar o potencial didático do jogo de tabuleiro moderno Turing Machine para o ensino de lógica no Ensino Médio. Este se desdobra nos seguintes objetivos específicos: estabelecer relações entre o ensino de lógica e o uso de jogos de tabuleiro em situações de ensino; elaborar e aplicar uma sequência didática fazendo uso do Jogo Turing Machine para o ensino de lógica no Ensino Médio e avaliar a sequência didática desenvolvida em uma turma do Ensino Médio de uma Escola Estadual da Zona da Mata Mineira. Para atingir os objetivos que orientam este trabalho, foi adotada uma abordagem qualitativa, com os seguintes processos para a produção de dados: conversa com os estudantes; exibição de um filme; aplicação prática do jogo; folha de anotações do jogo; gravação de áudio durante a sequência didática e anotações em um caderno de campo durante o desenvolvimento das atividades. Com isso, foram analisadas as contribuições que o jogo Turing Machine pode trazer para o ensino da lógica. Acredita-se que esta pesquisa seja relevante no contexto atual do Novo Ensino Médio, visto que a disciplina de raciocínio lógico integra o conjunto de disciplinas eletivas. Dessa forma, buscar estratégias diferenciadas para seu ensino, especialmente sob uma perspectiva lúdica, pode contribuir para ampliar o repertório de metodologias e ferramentas disponíveis aos professores. Nesse contexto, o Produto Educacional desenvolvido consiste em um ebook com desafios inspirados na dinâmica do jogo Turing Machine, elaborado para auxiliar sua aplicação em sala de aula. Além disso, almeja-se que a prática desta pesquisa contribua para o desenvolvimento do raciocínio lógico dos estudantes, comunicação, criatividade e trabalho em equipe. Palavras-chave: educação matemática; raciocínio lógico; ensino médio; sequência didática.
The objective of this research is to assess the didactic potential of the modern board game Turing Machine for teaching logic in high school. This general objective is further divided into the following specific objectives: establishing relationships between the teaching of logic and the use of board games in educational settings; developing and implementing a didactic sequence using the game Turing Machine for teaching logic in high school; and evaluating the didactic sequence developed with a high school class at a state school in the Zona da Mata region of Minas Gerais, Brazil. To achieve the objectives guiding this study, a qualitative approach was adopted, using the following data collection procedures: conversations with students; screening of a film; practical implementation of the game; use of a game note-taking sheet; audio recording during the didactic sequence; and field notes taken throughout the development of the activities. Based on these procedures, the contributions that the game Turing Machine can make to the teaching of logic were analyzed. This research is considered relevant in the current context of the New High School Education system in Brazil, given that logical reasoning is part of the set of elective subjects. Therefore, seeking differentiated strategies for teaching this subject, particularly from a ludic perspective, may contribute to expanding the range of methodologies and tools available to teachers. In this context, the Educational Product developed consists of an e-book containing challenges inspired by the dynamics of the game Turing Machine, designed to support its implementation in the classroom. Furthermore, this research aims to contribute to the development of students' logical reasoning, communication, creativity, and teamwork skills. Keywords: mathematics education; logical reasoning; high school; didactic sequence.
The objective of this research is to assess the didactic potential of the modern board game Turing Machine for teaching logic in high school. This general objective is further divided into the following specific objectives: establishing relationships between the teaching of logic and the use of board games in educational settings; developing and implementing a didactic sequence using the game Turing Machine for teaching logic in high school; and evaluating the didactic sequence developed with a high school class at a state school in the Zona da Mata region of Minas Gerais, Brazil. To achieve the objectives guiding this study, a qualitative approach was adopted, using the following data collection procedures: conversations with students; screening of a film; practical implementation of the game; use of a game note-taking sheet; audio recording during the didactic sequence; and field notes taken throughout the development of the activities. Based on these procedures, the contributions that the game Turing Machine can make to the teaching of logic were analyzed. This research is considered relevant in the current context of the New High School Education system in Brazil, given that logical reasoning is part of the set of elective subjects. Therefore, seeking differentiated strategies for teaching this subject, particularly from a ludic perspective, may contribute to expanding the range of methodologies and tools available to teachers. In this context, the Educational Product developed consists of an e-book containing challenges inspired by the dynamics of the game Turing Machine, designed to support its implementation in the classroom. Furthermore, this research aims to contribute to the development of students' logical reasoning, communication, creativity, and teamwork skills. Keywords: mathematics education; logical reasoning; high school; didactic sequence.
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LOPES, Brenda Dias. Jogos de tabuleiro modernos e ensino de lógica no ensino médio: um estudo com o Turing Machine. 2026. 171 f. Dissertação (Mestrado Profissional em Educação em Ciências e Matemática) - Universidade Federal de Viçosa, Viçosa. 2026.
