<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1983-9278</journal-id>
<journal-title><![CDATA[Eccos Revista Científica]]></journal-title>
<abbrev-journal-title><![CDATA[Eccos Rev. Cient.]]></abbrev-journal-title>
<issn>1983-9278</issn>
<publisher>
<publisher-name><![CDATA[Universidade Nove de Julho - UNINOVE]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1983-92782021000100111</article-id>
<article-id pub-id-type="doi">10.5585/eccos.n56.11199</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[JOGOS COGNITIVOS NA ESCOLA: PERCEPÇÃO DAS CRIANÇAS SOBRE O APRIMORAMENTO DAS FUNÇÕES EXECUTIVAS]]></article-title>
<article-title xml:lang="en"><![CDATA[COGNITIVE GAMES AT SCHOOL: CHILDREN'S PERCEPTION OF IMPROVEMENT OF EXECUTIVE FUNCTIONS]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Oliveira]]></surname>
<given-names><![CDATA[Mariana Carreira]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ramos]]></surname>
<given-names><![CDATA[Daniela Karine]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade Federal de Santa Catarina  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade Federal de Santa Catarina  ]]></institution>
<addr-line><![CDATA[Florianópolis SC]]></addr-line>
<country>Brasil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>01</month>
<year>2021</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>01</month>
<year>2021</year>
</pub-date>
<numero>56</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1983-92782021000100111&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1983-92782021000100111&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1983-92782021000100111&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo Este estudo visa identificar quais são as possibilidades oferecidas pelo uso dos jogos, analógicos e digitais, para o exercício das funções executivas e, consequentemente, melhoraria das condições para a aprendizagem escolar na percepção das crianças. Para tanto, analisa-se uma experiência realizada em uma escola pública com uma turma de 4º ano do Ensino Fundamental de um projeto que propunha o uso dos jogos cognitivos analógicos, como jogos de tabuleiro e desafio, e digitais, com o uso do aplicativo Escola do Cérebro para exercitar habilidades cognitivas importantes à aprendizagem. Utilizando a abordagem qualitativa os dados foram coletados através de observações participativas durante a aplicação dos jogos, análise dessas observações, questionários aplicados e entrevistas realizadas com as crianças ao longo do projeto. As categorias descritivas utilizadas para que a análise e interpretações foram jogos, motivação e aprendizagem. Os resultados apontam que trabalhar com jogos torna o processo de aprendizagem prazeroso e atrativo para as crianças. Também indicam contribuições positivas em relação a aprendizagem de habilidades cognitivas e ao desenvolvimento de habilidades relacionadas as funções executivas.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract This study aims to identify the possibilities offered by digital games for the exercise of executive functions that can improve the conditions for school learning in children's perception. For that, an experiment carried out in public school with a fourth grade class from Elementary School in a project that proposed the use of analog cognitive games, such as board and challenge games, and digital, using the Brain School application to exercise important cognitive abilities the Learn. Using the qualitative approach, data were collected through participatory observations during game application, analysis of these observations, questionnaires applied and interviews conducted with the children throughout the project. The descriptive categories used for analysis and interpretation were games, motivation and learning. The results show that working with games makes the learning process pleasurable and attractive for children. They also indicate positive contributions to cognitive skills learning and the development of skills related to executive functions.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Aprendizagem]]></kwd>
<kwd lng="pt"><![CDATA[Escola]]></kwd>
<kwd lng="pt"><![CDATA[Jogos]]></kwd>
<kwd lng="pt"><![CDATA[Processo cognitivo.]]></kwd>
<kwd lng="en"><![CDATA[Cognitive process]]></kwd>
<kwd lng="en"><![CDATA[Games]]></kwd>
<kwd lng="en"><![CDATA[Learning]]></kwd>
<kwd lng="en"><![CDATA[School.]]></kwd>
</kwd-group>
</article-meta>
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