DIGITAL LIBRARY
E-DUCATION PLATFORM IN A CLASSROOM CONTEXT
1 University of Minho, Department of Industrial Electronics (PORTUGAL)
2 University of Minho, Center Algoritmi, Industrial Electronics Department (PORTUGAL)
3 University of Minho, School of Technology, IPCA / Center Algoritmi (PORTUGAL)
4 University of Minho, Center Algoritmi, Department of Production Systems (PORTUGAL)
About this paper:
Appears in: EDULEARN19 Proceedings
Publication year: 2019
Pages: 1023-1032
ISBN: 978-84-09-12031-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2019.0329
Conference name: 11th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2019
Location: Palma, Spain
Abstract:
This work aims to develop and implement a multidisciplinary didactic platform to support teaching activities in the Portuguese 1st cycle education, elementary school. The goal is to ascertain the importance of using didactic games in the consolidation of school contents and, as a consequence, to foster the learning process.

The platform consists of a set of five modules that communicate with each other and generating a pedagogical background. Thus, the child interacts with an environment of light, movement and sound, specially thought and created in order to attract child’s attention to the acquisition of problem solving mechanisms. In the main module, it is created an activity in which the main character moves along a course, where it must overcome several obstacles to reach the end of the excursion with success. The other four modules are didactic games related to the 1st cycle disciplinary program, Mathematics, Science, Portuguese and English topics, with particular challenges to enable the child to develop the desired thinking mechanisms. Throughout the interaction, the child adds points and the time for solving the problem is registered.

The tests of the platform were carried out in the EB 1 School of Macieira de Rates, Barcelos, Portugal, with students of the 1st cycle. The students and teachers were very enthusiastic and curious about the E-ducAtion platform. Analyzing the results obtained, it can be concluded that the platform had a very positive impact in the communities, both in terms of motivation and learning.
Keywords:
Educational automation and robotics, Multidisciplinary games, Teaching-Learning, 1st cycle study.