DEVELOPMENT OF TECHNOLOGICAL TOOLS FOR CHEMISTRY TEACHING: GIVING WINGS TO EDUCATIONAL GAMESICT, educational games, Chemistry, RPG Maker, PowerPoint
New technological tools appear at every moment to compose the current society, therefore, analyzing and understanding them, in their didactic space, is of utmost importance. This dissertation, thus, has as its basic proposal to develop a collection of games and ideas for the use of teachers as a way of diversifying teaching and learning methods in order to provide alternatives to the teaching model, and thus, instigate the educational public in your language of digital natives. Therefore, the contextualization of this theme takes place through the correlation between the teaching of Chemistry and the content taught in high school. Furthermore, the mechanisms used in the work were elaborated through Information and Communication Technologies (ICT`s), with the aid of PowerPoint professional plus 2016 from Microsoft and with the use of the RPG Maker MV software, originating the creation of educational games entitled: Quimicaleta, Hangman, memory game and Q-Maker. It aimed to develop these games based on notions of programming and research with the mentioned software and to apply them, leading, with this, to the discussion about the understanding of the contents and the viability of these instruments, in the field of games, for this purpose, they were made available for free in the form of collection through the 'google sites' tool, with tutorials for their use. Thus, as a form of product validation and data collection, the Quimicaleta game was applied in the classroom on four occasions, with data from the interaction during the process to verify the understanding of the proposed contents. The other games developed in PowerPoint and Q-Maker were evaluated using a form on the homepage of the website that was created with the aim of analyzing the perception of satisfaction of the participating users regarding the educational games. It should be noted that the collection created is available at the link of this present work and can be evaluated and updated recurrently. The results show that the use of technology involving games is part of a relevant alternative as a possibility of teaching strategy to be applied by education professionals, and can be understood as a viable tool regardless of the molds that are expected to be achieved.