  The technological and digital reality has broadly expanded, reaching, in a
massive way, spaces, for a century, it is not part of this environment, being a
school an example. Therefore, this research has as general objective to develop
a didactic sequence, using as a strategy a comic book, as well as Figures, Gifs
and videos, programs for activities applied to comics using Newton's Laws. A
research that aims to analyze which methodological form can influence student
learning. For this, it supports us in research such as Carvalho and Lemos
(2010), Camargo (2015), Farias (2010), Nardin (2016) and Vygostky (1930). The
method used for the development of the research was a case study, with the
collection of qualitative and quantitative data. The product seems to have
received a good acceptance among teenagers and for this reason it can help in
learning, favoring advances in the learning of concepts and in the application
of knowledge in everyday events.
