182 resultados para Ambiente virtual de aprendizagem


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O Projeto EPA! (Educação, Periferia e Arte) é desenvolvido nos bairros de periferia da cidade de Rio Claro, Jardim Bonsucesso e Jardim Novo Wenzel, no interior de São Paulo. A idéia do Projeto surgiu com a possibilidade de acrescentar elementos novos à educação básica das crianças moradoras dos bairros no período contrário ao período escolar, e tem como objetivo proporcionar vivências para os participantes através de uma educação não formal, ou seja, através da arte, oficinas, reflexões e dança (Break), dando-lhes elementos para construírem outras relações com o meio ambiente e consigo mesmos. No segundo semestre de 2007, o BAIRRO foi escolhido como tema para ser trabalhado com as crianças. Foram realizadas diversas atividades de (re)conhecimento do bairro, de fotografias, desenhos, construção de maquetes, leituras e construção de poesias, com o intuito de estimular os diferentes olhares e formas de expressão das crianças com relação aos sentimentos que possuem do espaço (meio) onde vivem, e com relação às propostas que poderiam apresentar para melhoria do bairro. O objetivo geral deste trabalho de conclusão de curso é avaliar e discutir as atividades relacionadas ao tema BAIRRO, na perspectiva do Ensino/Aprendizagem em Educação Ambiental, realizadas no segundo semestre de 2007 no Projeto EPA! Foram utilizados como base para a reflexão e descrição desse trabalho os materiais produzidos pelas crianças durante esse período, os relatórios das atividades enviados para o Laboratório São Lucas, relatos da autora e de referenciais teóricos como Paulo Freire, Bakthin, Marcos Sorrentino, Isabel C. M. Carvalho, entre outros. As discussões foram conduzidas a partir de leituras e reflexões levantadas pela autora ao analisar todo o material.

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A virtual studio system can use technologies as augmented reality and digital matting to decrease production costs at the same time it provides the same resources of a conventional studio. With this, it’s possible for the current studios, with low cost and using conventional devices, to create productions with greater image quality and effects. Some difficulties are recurrent in virtual studio applications that use augmented reality and digital matting. The virtual objects registration in augmented reality techniques suffer from problems caused by optical distortions in the camera, errors in the marker tracking system, lack of calibration on the equipments or on the environment (lighting, for example), or even by delays in the virtual objects display. On the other hand, the digital matting’s main problem is the real-time execution to preview the scene, which must have optimized processing speed at the same time while maintain the best image quality possible. Taking the given context into consideration, this work aims to give continuity to a virtual studio system called ARStudio, by enhancing digital matting, virtual objects registration and introducing a segmentation based on depth map, yet adding better control over functionalities previously implemented

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This paper aims at discussing the characteristics of computer mediated language within a foreign language teaching and learning environment enabled by the use of synchronic writing resources – chat. The present research is based on (i) theoretical principles about the use of technologies and the teaching-learning of foreign languages in the scope of the Teletandem Brazil Project: Foreign languages for all – Projeto Teletandem Brasil: línguas estrangeiras para todos (TELLES, 2005); (ii) studies on the characteristics of the language within chat interactions; (iii) different theoretical perspectives on the relationship between spoken and written language, emphasizing the constitutive heterogeneity of writing perspective (CORRÊA, 1997, 1998, 2001); and (iv) some relevant concepts related to Prosodic Phonology field (NESPOR; VOGEL, 1986). Is being taken as research data, the written production of a Brazilian student (finishing a Licentiate in Literature) interacting with an American student (in Religious Studies) through Windows Live Messenger. The data were collected during a five-month period, during which the participants interacted through chat, totalizing 12 interactions in English and in Portuguese. During the analysis, a particular attention was given to the messages’ fragmentation, the use (or not) of punctuation signs and abbreviations within the Brazilian participant’s production, in order to discuss the representations she built of her writing, her interlocutor, herself and on the teaching-learning process of a foreign language.

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Pós-graduação em Educação - FFC

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The aim of this work is presenting the development and the results of a research, which focus of interest has been the making of softwares that could help the process of teaching and learning of the hindu-arabic numerals system, on children in the alphabetical stage. Since the most important presupposes to this work are the development of the number concept according to Jean Piaget (1986-1980) and the reality of the classroom, then three different moments have been fixed: the creation of a beginning scheme of computer activities; the aplication of these activities on children in the alphabetical stage; and, finally, an analysis of the limits and possibilities of these activities while an environment cause of actions that would benefit the process of teaching and learning of the mentioned content. Finally, based on the anlysis of the results obtained, the next step was fixing a more consistant set of computer activities, which makes up a proposal to the use of computer in the process of teaching and learning of the first hindu-arabic numbers

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This article aims to discuss the use of business games for educational purposes taking into account evidence about the difficulty in managing financial resources. The use of business games is justified because the young generation tha are coming to the education system have grown up using business games, allowing a more motivating learning environment and stimulating investment and on how the concept to provide learning. Instead of pushing content well defined and wel-formatted for the student, promotes the use of games promote at the same time, a chalenge whose solution entails learning effort. Thus, the use of games affect educators, students and aducational institutions, requiring them new attitudes and patterns of thought about schooling. The elaboration of this article was based on experiences gained with the development and use of games for educational purposes, specifically the game "Mercado Virtual". Several articles have been published on research with indergraduates and postgraduate courses in business administration and engineering field. They have shown that the evaluation of the player, based on their decisions during the game, to detect specific aspects of learning. This exploratory research is based on data obteained in various experiments with the game Mercado Virtual.

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Online discussion forums have been widely used in internet-mediated courses and blended courses. In these learning contexts, the mediator's (or tutor's) role in supporting successful learning is of considerable importance. Firstly, the present article discusses some studies in which the mediator's role in online learning environments is emphasized. Secondly, we use this discussion to support our qualitative case-study analysis, in which we investigated mediators' debate-management strategies in TelEduc virtual forums. Lastly, we propose a reflective framework about management strategies in forums in virtual learning platforms.

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Pós-graduação em Ciência da Computação - IBILCE

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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O trabalho que se segue pretende compreender como as influências do contexto social afetam a aprendizagem. Busca-se entender como o ambiente em que o ser humano está inserido interfere em sua aprendizagem, visto que nos tornamos e temos por base, se considerarmos as aprendizagens informais, aquilo que vivenciamos, ou seja, aquilo que nos foi oportunizado e ensinado socialmente. Porém, na sociedade existem várias peculiaridades, culturas e necessidades individuais. Dessa forma, objetiva, levando em conta as diferentes facetas, compreender se o processo ensino-aprendizagem se faz diferente em relação ao contexto social. Para a realização do trabalho, optou-se por uma pesquisa bibliográfica, em que será feita uma revisão bibliográfica de obras consideradas indispensáveis para o tema, tendo por base fundamentalmente, as contribuições de Vygotsky e Freire, dentre outros, como forma de melhor entender esse processo

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One of the interests of leisure is social and involves the festival. The holidays can be of different types and occur in different places, having lots of functions as the union of those involved, the development of creativity, fun and identification with the culture. The festivities are part of the play culture. The school, being an environment that deals directly and indirectly with the culture of organized behavior and appreciation of the discipline, often in second person through the formation of relationships, cultural transmission and access to the traditions of the groups around it. The entertainment component of culture in the school also finds himself sidelined in a society of work and a school that educates more to the labor market. The parties almost do not occur at school and when they happen, are given in order to make profits and sell consumer goods, apart from values that are intrinsic. In this study the objective was to deepen the study of parties, given that these are elements provides the establishment of the identity of a group of groups and of each individuals. When it comes to educating people, parties contributed to the emancipation of the human being which is cultural. Was developed a study in the field about the theme parties at the school, to understand whether and how it is being taught in schools, and what is its real importance for teachers and students, since we consider it fundamental to the development of culture and leisure culture of individuals. For this, we conducted a qualitative study based on a field research, using as a tool for collecting a semi-structured interviews with 52 students from 6th grade (7 years) from two schools at Ibitinga-SP, since one of them was a public school and the other a private school. Based on data collected from interviews and analysis, we found that the parties do not happen in schools, students do not learn what is leisure, and do not study or folklore festivals in physical...

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The present study has as its main purpose the investigation of teachers'view concerning the teaching and learning of basketball in Physical Education classes in a school setting. The selected teachers who participated in this survey come from public and private institutions in the city of Volta Redonda, RJ, Brazil, teaching 6th-9th grade classes of elementary school. This was a quantitative and qualitative study with content analysis. Data collection included interviewing 60 teachers who provided their opinions on the issue investigated. Development of basketball was investigated not only as a content for the Physical Education classes, but also as a dimension that goes beyond school boundaries, where that sport plays an important role in society. Joint actions to provide the opportunity for basketball to grow as a content for Physical Education classes may represent a way to describe its implementation in all contexts, although the importance of this discipline in the school setting should not be disregarded in favor of obtaining results in sports competitions.

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Virtual Reality it's present in our personal and professional daily life. Currently it comes been tested in many parameters. An example is, as an intervention mode related to healthy and rehabilitation field ( since phobias to physical problems ) due to dynamic interactive between human being and virtual reality, was able to be designed by a hardware and software integrated system. His appearance was in 1950s, through NASA's flight simulators in order to train astronauts in epoch (TORI et al.,2006).Subsequently, this began to expand to entertainment industry, where due to consumerism, only increasing his capacity to become so much more realist and reliable with the real environment. Because of this, beyond of your capacity be accessible which is low-cost, was used in scientific researches (motor area, physical aptitudes, cognitive, health, among others). The projected interactivity in this system type, in general, seek act according to people answers about the elements of virtual reality. Using the capacity that the reality is able to act of integrated way for human being. Following these concepts about virtual reality, the present study of literature revision, it comes as an purpose see humanity development. Since its birth, going on that point until your actuation and direct and indirect interplay in today's society from maturational form. Taking the concept of researchers' theory like Piaget. Following this line, the study will analyse how virtual reality might come to modify and act in social construction of society nowadays

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Pós-graduação em Enfermagem (mestrado profissional) - FMB

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)