THE USE OF EDUCATIONAL SOFTWARE IN SUPERVISED INTERNSHIP I OF THE DEGREE IN COMPUTING: EXPERIENCE REPORTS
DOI:
https://doi.org/10.51891/rease.v10i10.12897Keywords:
Supervised internship. Technological resources. Degree in computing.Abstract
This article describes the experiences in Supervised Internship I, of the Degree Course in Computing, at the State University of Amazonas -UEA, at the Center for Higher Studies of Itacoatiara - CESIT. The main objective of the Internship is to provide students with a classroom experience by applying knowledge about concepts and functions using technological resources as an educational intervention proposal for better understanding and interaction in the teaching-learning process in the Portuguese Language discipline. The research takes a qualitative approach, as it is a descriptive study reporting experiences in internship practice. The theoretical foundation was based on studies on supervised internship I, use of educational software. The activities were developed based on the problems observed during the period of observation and co-participation in the second year class of elementary school I at Escola Municipal Yeda Henriques de Souza Auzier, with the support of the internship supervising teacher, considering the difficulties presented by the students regarding the aforementioned problems. The research participants were 2nd year students in the afternoon shift. In view of the research problem investigated and shared about the difficulties in the Portuguese Language discipline, and in view of what was observed, an action plan was drawn up which resulted in the use of Microsoft Power Point to prepare material to be used in conducting. The activity covers the alphabet in general and its division into vowels and consonants, Formation of syllables and single syllables to form small words at the end of each subject a short musical video relating to the subject to fix the content. The activities were carried out in the form of a competition in which the students were divided into tables with 6 participants and for each topic covered they had a challenge to complete, thus characterizing the phases at the end, the team with the highest score would be the champion. The results obtained were generated and discussed with the professor. The use of technology in schools opens up options for teaching digital educational technologies in any area of knowledge.
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