68 resultados para Matemática. Modelagem matemática. Modelagem multiescala. Homogeneização. Meios porosos argilosos


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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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With the implementation of new technologies on the world stage of communication, Internet access has become increasingly numerous. Being sought by this means all kinds of information, from knowledge to entertainment. This paper intends to report the experience in two communities of the Internet, particularly in the social network Orkut, entitled I Hate Mathematics and I Love Mathematics, whose members are students, teachers and people who want to express how they feel about mathematics. The goal is to understand what took the members of these communities to hate or love Mathematics, clarifying the nature of the network Orkut and its contribution to mathematics education. For the analysis of data from field work, we use the phenomenological approach. The procedures followed by such approach allowed us to build four open categories: Research and Background, revealing that the research activities allow students to develop strategies, develop creativity and shows that what is learned in classroom is not just an accumulation of knowledge; Teacher's Role shows that it is necessary that the teacher understands the meaning of being a teacher and worry about being a student; Acquisition Technique, it is necessary that students be able to understand what is done and how it is done, and Sense of What is Done, to do is not directly linked to comprehend. The interpretation of these categories helped us understand the investigated giving us source to analyze how Information and Communication Technologies (ICT) can help the teacher understand the student's relationship with Mathematics

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It is possible to note that the teaching done in the usual way goes against the language of youth today. It is essential that there be incentives and subsidies regarding the use of such media, whether the responsible government agencies and their members, be they principals and teachers, so there is a reform in the existing educational models and teaching. Currently, teaching is in a purely encyclopedic context of teaching models with pre-defined, ignoring the teaching based on the context in which the student lives (ethnomathematics). The objective of this work is to show how the use of audiovisual best known, such as newspapers, magazines, TV and computers can assist in teaching and learning of mathematics education, making teaching more enjoyable and inserted into the day-to-day student

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Conforme a Declaração de Salamanca, toda criança tem direito fundamental à educação, em particular aquelas com deficiência. Para atender a esta recomendação, os Estados e Municípios brasileiros instalaram salas de recursos (salas para atendimento especial) em diversas escolas. Esta pesquisa vem apresentar uma análise do trabalho realizado com alunos com deficiência nas Salas de Recurso de escolas da cidade de Rio Claro, focando o ensino de matemática. Foi feito um levantamento das escolas que possuem estas salas e cinco delas foram selecionadas para a realização de entrevistas com os professores especialistas. O objetivo foi conversar sobre as dificuldades e potencialidades deste tipo de atendimento especializado, no que diz respeito à matemática. As análises dessas entrevistas indicaram os procedimentos para o atendimento na SR e as abordagens para o ensino de matemática

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Apresentamos neste trabalho experiências obtidas na aplicação de um dos jogos desenvolvidos como parte do projeto de Extensão “Ensinado Matemática através de Jogos, Modelos Geométricos e Informática”, o qual tem como objetivo desenvolver entre os alunos do ensino fundamental e médio o estímulo pelo interesse em Matemática e o aprimoramento de seus conhecimentos nesta área, o que é propiciado através do contato com problemas desafiantes e da interação com outros colegas e docentes, despertando o gosto e interesse pela investigação matemática, através dos jogos, modelos geométricos e softwares. O “Ensinando Matemática através de jogos, modelos geométricos e informática” conta com a colaboração de 3 docentes do departamento de Matemática da UNESP-Bauru e envolve a cidade de Bauru com várias escolas públicas de ensino médio, participando as três séries deste nível. Um dos objetivos dos departamentos de Matemática das universidades brasileiras é estimular o interesse dos graduandos ingressantes pelo raciocínio lógico. Outro ângulo é buscar meios de incentivo para alunos e professores, na tentativa de colaborar para a melhoria do quadro brasileiro que se coloca. Com este projeto estamos estimulando o gosto pela Matemática, propiciando uma maior interação professor / aluno, e promovendo uma aproximação comunidade / universidade, fazendo com que o aluno tenha uma nova visão da Matemática através dos jogos. Assim, de forma lúdica, estamos fazendo com que este aluno pense nos conceitos aprendidos na sala de aula, questione a lógica usada para fazer o pensamento, fazendo com que este estudante crie conexões entre as várias áreas da matemática. Dentre os jogos aplicados, o “fecha a caixa” tem nos proporcionado atingir este objetivo, como apresentamos no decorrer do nosso texto.

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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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In this work, we understand the importance of the use of manipulative resources for learning mathematics. For both we developed a qualitative phenomenological approach. Performing a case study with nine 7th grade students of the Elementary School, we used the abacus of the integers to examine in what way the use of Abacus contributes to students learning. The choice of material was made according to the focus of research, understanding the signs rule. In the analysis and interpretation of data, highlight lines of students, subject of the research, units of meaning that allow us to say that the material using awakened interest in students Who actively participated in the research and enabled them to understand the rule of signs, to operate with integers enabled them to understand the rule of signs, to operate with integers