Soares, Heliana BezerraMessias, Thiago Fonseca2019-08-022021-09-292019-08-022021-09-292017-11MESSIAS, Thiago Fonseca. O uso da realidade aumentada na educação lúdica. 2017. 60f. Trabalho de Conclusão de Curso (Graduação em Engenharia Biomédica) - Centro de Tecnologia, Departamento de Engenharia Biomédica, Universidade Federal do Rio Grande do Norte, Natal, 2017.https://repositorio.ufrn.br/handle/123456789/40413Over the years we have realized a stagnation in the methods used for children’s learning. The use of theoretical classes is a monotonous way to passing the concepts to the childrens, for many times this way don’t catched the attention of the class. The swiss psychologist, Jean Piaget, reference in the children’s cognitive studies, supports the use of ludic practices in classrooms, which is using games as a method of learning. The introduction of technology as a support to the school is important, since we have a lot of childrens using the smartphone/tablet everyday [Bibao, 2017]. Based on the concept of ludic learning and in the necessity of bringing together ludic and new technological, the app Corpo Humano 3D was developed. The app works as a ludic tool, and supportting augmented reality shows a more dynamicity in the teaching of human body to childrens. This project contains the pedagogical basis to the choice of ludic learning, the choice to use handheld devices, the methodology for the creation of the Corpo Humano 3D and the results obtained in the project.Corpo HumanoEducação LúdicaAplicativoDispositivos MóveisO uso da realidade aumentada na educação lúdicaThe Use of Augmented Reality in Ludic LearningbachelorThesis