Working with Angry Birds Space game for promote physics education with middle school students
Teaching science in Brazil has never been an easy task, but in recent years the difficulty of teaching science for various educational and social aspects has intensified. Part of this difficulty is due to the transformation of the student we have in the classroom. Currently, our students are digital and are not interested in the traditional form of institutionalized teaching in Brazilian education still rooted in both elementary and higher education classes. Several works indicate a differentiated behavior on the part of the students when there is an approximation of their current technological world with the situation of teaching and learning. These works demonstrate that the use of virtual simulations as well as the use of digital games arouse the students interest producing a necessary engagement to provide a learning situation. This work was developed based on the theory of Jerome Bruner and using digital game or game to motivate discovery teaching with the teacher's directing through the playful act, using the game as a starting point to start the subject of gravitation that can resumed in the future more formally as the spiral curriculum suggests. The development of the work took place in the use of the game "Angry Birds Space" with students of the final years of elementary school who begin the study of physics in this school stage. The results obtained during the work were analyzed qualitatively and suggest an alternative and possible way to teach science with the use of digital games in the classroom to motivate the student.