Cultura maker e arduino
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Universidade Federal de Viçosa
Abstract
Este trabalho investiga as possibilidades pedagógicas da cultura maker e da plataforma Arduino como ferramentas para o ensino de Matemática, especialmente nos conteúdos de Geometria e Trigonometria no Ensino Básico. O estudo analisa como a inserção de tecnologias digitais e práticas mão na massa podem favorecer o desenvolvimento de competências e habilidades previstas na Base Nacional Comum Curricular (BNCC), estimulando uma aprendizagem ativa, criativa e significativa; contribuindo para aproximar os estudantes de situações reais de aplicação do conhecimento. Nesse contexto, são discutidos os fundamentos da cultura maker e das metodologias ativas, destacando-se o papel das tecnologias digitais, da robótica educacional e da inteligência artificial como mediadoras do processo de ensino e aprendizagem. Apresentam-se, ainda, as características básicas do Arduino, sua aplicabilidade no contexto educacional e seu potencial para o desenvolvimento de projetos acessíveis, criativos e pedagogicamente significativos. A pesquisa destaca o papel do Arduino como recurso versátil e de fácil acesso, capaz de transformar conceitos abstratos em experiências práticas que promovem o raciocínio lógico, a criatividade e a autonomia dos alunos. Além disso, são explorados conceitos de Geometria e Trigonometria, Semelhança de Triângulos, Teorema de Pitágoras e suas aplicações em práticas experimentais envolvendo medições de ângulos, distâncias e relações trigonométricas, demonstrando como o uso do Arduino pode contribuir para a compreensão contextualizada dos conteúdos matemáticos. Por fim, são apresentadas propostas de projetos e planos de aula que exemplificam a integração entre teoria e prática, articulando conceitos matemáticos à experimentação tecnológica. Palavras-chave: Arduino; Cultura Maker; Ensino de Matemática; Geometria; Trigonometria
This work investigates the pedagogical possibilities of maker culture and the Arduino platform as tools for teaching Mathematics, specifically within the fields of Geometry and Trigonometry in Basic Education. The study analyzes how the integration of digital technologies and hands-on practices can foster the development of competencies and skills outlined in the National Common Curricular Base (BNCC), encouraging active, creative, and meaningful learning while helping students connect knowledge to real-world applications. In this context, the foundations of Maker Culture and active methodologies are discussed, highlighting the role of digital technologies, educational robotics, and artificial intelligence as mediators of the teaching and learning process. Furthermore, the basic characteristics of Arduino are presented, along with its applicability in educational settings and its potential for developing accessible, creative, and pedagogically significant projects. The research emphasizes the role of Arduino as a versatile and accessible resource capable of transforming abstract concepts into practical experiences that promote logical reasoning, creativity, and student autonomy. Additionally, it explores concepts of Geometry and Trigonometry—such as Triangle Similarity and the Pythagorean Theorem—and their applications in experimental practices involving measurements of angles, distances, and trigonometric relationships. This demonstrates how the use of Arduino can contribute to a contextualized understanding of mathematical content. Finally, project proposals and lesson plans are presented to exemplify the integration of theory and practice, articulating mathematical concepts through technological experimentation. Keywords: Arduino; Maker Culture; Mathematics Education; Geometry; Trigonometry
This work investigates the pedagogical possibilities of maker culture and the Arduino platform as tools for teaching Mathematics, specifically within the fields of Geometry and Trigonometry in Basic Education. The study analyzes how the integration of digital technologies and hands-on practices can foster the development of competencies and skills outlined in the National Common Curricular Base (BNCC), encouraging active, creative, and meaningful learning while helping students connect knowledge to real-world applications. In this context, the foundations of Maker Culture and active methodologies are discussed, highlighting the role of digital technologies, educational robotics, and artificial intelligence as mediators of the teaching and learning process. Furthermore, the basic characteristics of Arduino are presented, along with its applicability in educational settings and its potential for developing accessible, creative, and pedagogically significant projects. The research emphasizes the role of Arduino as a versatile and accessible resource capable of transforming abstract concepts into practical experiences that promote logical reasoning, creativity, and student autonomy. Additionally, it explores concepts of Geometry and Trigonometry—such as Triangle Similarity and the Pythagorean Theorem—and their applications in experimental practices involving measurements of angles, distances, and trigonometric relationships. This demonstrates how the use of Arduino can contribute to a contextualized understanding of mathematical content. Finally, project proposals and lesson plans are presented to exemplify the integration of theory and practice, articulating mathematical concepts through technological experimentation. Keywords: Arduino; Maker Culture; Mathematics Education; Geometry; Trigonometry
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Citation
MARRA, Ana Carolina Saliba Ribeiro. Cultura maker e arduino. 2026. 176 f. Dissertação (Mestrado Profissional em Matemática em Rede Nacional) - Universidade Federal de Viçosa, Florestal. 2026.
