40 resultados para Net-Based Learning
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Pós-graduação em Educação - FFC
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Pós-graduação em Educação - FFC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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The search for international impact and the need to create formal or informal networks of academic cooperation are some of the most common features of the current training offered by many universities. Aware of this difficulty and the desirability of creating synergies to enrich teaching and academic collaboration networks between universities, an experience is presented, in the context of the teaching of Information and Documentation, of inter-university collaboration for the joint design of learning activities and skills assessment, developed by teachers in the public universities of Zaragoza and Salamanca (Spain) and the São Paulo Universidade Estadual Paulista Júlio de Mesquita Filho (São Paulo, Brazil). The experience is developed using models that facilitate the structuring of learning activities aimed at the acquisition of common skills. Each activity that is proposed and developed is recorded in a spreadsheet which collects the information arranged in various fields such as: description, skills, objectives, expected learning outcomes, tools, required resources and materials, evaluation criteria, amongst others, so that the student can see what he is asked to do, how to do it and how useful it will be. This way of designing skills-based learning activities is possible, in geographically diverse academic settings through the use of Information Technology and Communication, enabling both remote cooperation between teachers and also materials offered on the platforms of each of the universities.
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Pós-graduação em Educação para a Ciência - FC
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This paper presents an assessment of an educational game for teaching the efficient use of electricity. Developed with Adobe Flash (R), it is a virtual board game where participants choose a car that starts the path and reaches the same final goal, going through a number of track steps defined in terms of a dice that each player rolls in turn. The car moves if the participant is able to correctly answer a question that is randomly generated by the software. The objective of the game is to answer questions related to energy efficiency promoting a healthy and attractive learning process for participants on concepts related to energy efficiency such as: the rational use of energy, the basic concepts of forms of energy generation, among others. The main objective of this paper is to assess the impact of the application of this virtual game in the teaching and learning process of high school students. Therefore, the game was applied in the discipline of physics in a class of junior high public school in the state of Sao Paulo. Initially, the class that had 43 students was divided into 10 groups of 4 students, and 1 group of 3 students. Each student group competed with one another. The idea was that each of them should indicate a student who was the representative of this group until only 4 group leaders were selected for the finals. At this stage, each student could interact with a group of up to ten students that acted as advisers. The adopted assessment process is based on the model proposed by Savi [7]. Then, at the end of the game, the students answered a prepared questionnaire based on the model proposed by Savi. According to Savi, although there are significant studies that show the importance of educational games for the process of cognitive development and learning concepts of students, there are few papers that present forms of assessing the potential of these resources. Thus, the assessment criteria proposed by Savi are based on the model of training evaluation by Kirkpatrick [3], taken as a reference to measure the efficiency of processes of continuing education courses for professionals. The authors assert that the metric of the evaluation proposed to assess the game is based on the first level of the model proposed by Kirkpatrick.
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The mathematical problem solving is very important in the student's school career, leading him to develop his creativity and self-confidence. The way the teacher explains specific content may interfere in the student learning. Some researches show that the teacher trust and his problem solving rapport lead to a more satisfying job. This research focused on students of the course PARFOR at UNESP Bauru. This work was performed in order to investigate the affinity, trust and attitudes toward mathematical problem solving, the performance from who have positive and negative attitudes and the results that may be generated during class
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We know that play is directly linked to the development and growth of the child. Thinking in this context, were created recreational spaces, more known as playrooms or toy libraries. This research seeks to understand the playful objects used in more visits with children, realized CPA, FC UNESP - Bauru. Therefore, it was necessary to identify the objects necessary to the demands of users of CPA, they were psychology trainees, fellows extension projects, graduate students, teachers and the subjects treated population served. Composed over 1000 objects, the collection must be appropriate to the needs of the CPA. The research in question is characterized as a case study, is related to our shares a scholarship project Playing in the Center for Applied Psychology - CPA, held in the collection playful and Toy CPA, FC UNESP - Bauru, used, in this case, as a field for this research. Watching the playful collection, daily, some questions have arisen about this space became in this study. The data collection period was from September 2011 to September 2012. As an instrument for data collection was mounted a notebook control in order to check the movement of the objects of the collection, also applied a questionnaire to teachers and trainees working in the CPA. At the end of the study we can say that the symbolic games and rules are the objects that are related to care provided in the CPA because of its capabilities to assist in various aspects of the development of children, with the most frequently used symbolic games with children aged 2 to 7 years and the games rules with children aged 7-12 years or more
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The study takes as its object the evaluation process of a graduation discipline at the School of Arts, Sciences and Humanities, University of São Paulo (USP), developed through the methodology of Problem Based Learning (PBL). We consider three distinct and complementary aspects: procedural review (partial and final) student peer assessment and self-assessment. The sample consisted of 17 students from the undergraduate courses. Data collection occurred in two stages through questionnaires with open and closed questions. The qualitativeinterpretative analysis allowed two comparisons: cross (intra-step) and longitudinal (inter-steps). The results point to a trend of students evaluating objective aspects of the work as well as to overcome some difficulties in the development of the project.
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Recent national education policy documents have emphasized the importance of methodologies and problem-centered learning processes. The purpose of this article is to promote reflection on the problem-based learning (PBL) understood as a methodology that favors learning processes and the active role of students. PBL emerged in undergraduate medical and has been gaining ground not only in higher education but also in basic education. This conception of teaching-learning breaks with the traditional relationship teacher-student- knowledge, introducing new dynamics of relationships between subjects and those with knowledge. From this perspective the educational performance turns and brings new challenges to the teacher.