The use of active methodologies in the school environment is a teaching strategy that aims at more autonomous and participatory learning. Considering this reality, the objective of this study is to analyze how the use of active methodologies through online playful and technological tools, such as Kahoot and Xmind, can contribute to the learning process of the Fungi Kingdom content in biology classes in a 2nd year class of the Integrated Electrical Engineering course at the Fluminense Federal Institute of Education, Science and Technology. For this purpose, a bibliographic and field research was carried out with qualitative-quantitative procedures. The results of the research showed that the use of online technological tools provided satisfactory application of the content, in which it was possible to note the learning and active participation of the students, in addition to being a way to investigate possible difficulties related to the theme worked on.
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