435 resultados para Didactic workbench


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Pós-graduação em Letras - FCLAR

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Pós-graduação em Letras - FCLAR

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Pós-graduação em Letras - FCLAR

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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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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Pós-graduação em Ciências Odontológicas - FOAR

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Psicologia do Desenvolvimento e Aprendizagem - FC

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Pós-graduação em Educação - FFC

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Pós-graduação em Docência para a Educação Básica - FC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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In this work we present a didactic proposal of the use of movies and videos for the Physics teaching directed to the Basic Education and we bring a discussion about how the materials addresses this topic. For this, we selected three cinematographic works, one chapter of the TV show and videos found in the web and we analyse the physics concepts found particularly about the issue electromagnetism. We developed the activity denominated Cine - Física in a public school from Rio Claro - SP, through presentations of these movies, shows and videos. Those works were exhibited in full and then we discussed the concepts involved in these movies. With the perform of this didactic proposal we verified that is possible insert the use of movies and videos in the classroom activities, and go beyond the entertainment or using those materials as supplements of classes. Dialoguing with students was possible to realize that they visualize the effects and physical concepts in a different way than other that used to be shown in the blackboard through formulas, providing positive effects to the learning of Physics

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Having in sight the current inertia found on the school physical environments as well as on the High School learning methods used, digital games appear as a different tool to build the individuals'/students' knowledge and becomes a driving factor for this research. The usage of this media resource tries to rescue a stimulant type of learning focused on the students' experiences while getting them closer to Science, Technology and Society (STS). The usefulness of this method falls short, however, without the capacitated guidance of a teacher. A literature review has been made about the possible schooling that electronic/digital games provide; it also brings the opinions of students and teachers to help comprehend how the insertion of this new tool in the classroom happens, as well as its efficiency and acceptance. Having in sight the relationship between individuals and the preoccupations about the future of mankind, components of humanity's destiny have been evidenced in the teaching of Chemistry. It is possible to conclude that these games can, indeed, help in the teaching process, although it is necessary that they develop a main didactic role, linked to the teaching of concepts and content, or else become only educational for that matter. Using the tools given by digital games it is possible, for example, through playfulness, to teach the theory of many abstract models, mathematical equations and chemical formulas, making it possible then to grab the students' attention, to thrill them and to develop their participation based on the experience they so often already have with cell phones and personal computers